//! Shows how to render to a texture. Useful for mirrors, UI, or exporting images. use bevy::{ prelude::*, render::{ render_resource::{ Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages, }, view::RenderLayers, }, }; use bevy_mod_imgui::prelude::*; #[derive(Default, Resource)] struct ImguiState { demo_window_open: bool, texture_handle: Option>, texture_id: usize, } fn main() { App::new() .insert_resource(ImguiState { demo_window_open: true, ..Default::default() }) .add_plugins(DefaultPlugins) .add_plugins(bevy_mod_imgui::ImguiPlugin::default()) .add_systems(Startup, setup) .add_systems(Update, (imgui_example_ui, rotator_system)) .run(); } // Marks the first pass cube (rendered to a texture.) #[derive(Component)] struct FirstPassCube; fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, mut images: ResMut>, mut state: ResMut, ) { // Set up a render target let size = Extent3d { width: 512, height: 512, ..default() }; let mut image = Image { texture_descriptor: TextureDescriptor { label: None, size, dimension: TextureDimension::D2, format: TextureFormat::Bgra8UnormSrgb, mip_level_count: 1, sample_count: 1, usage: TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST | TextureUsages::RENDER_ATTACHMENT, view_formats: &[], }, ..default() }; // fill render target with zeroes image.resize(size); let image_handle = images.add(image); // Store texture handle so we can use it during the imgui update state.texture_handle = Some(image_handle.clone()); // Set up a cube that will be rendered to the texture let cube_handle = meshes.add(Cuboid::new(4.0, 4.0, 4.0)); let cube_material_handle = materials.add(StandardMaterial { base_color: Color::srgb(0.8, 0.7, 0.6), reflectance: 0.02, unlit: false, ..default() }); // This specifies the layer used for the first pass, which will be attached to the first pass camera and cube. let first_pass_layer = RenderLayers::layer(1); // The cube that will be rendered to the texture. commands.spawn(( PbrBundle { mesh: cube_handle, material: cube_material_handle, transform: Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)), ..default() }, FirstPassCube, first_pass_layer.clone(), )); // Light // NOTE: we add the light to both layers so it affects both the rendered-to-texture cube, and the cube on which we display the texture // Setting the layer to RenderLayers::layer(0) would cause the main view to be lit, but the rendered-to-texture cube to be unlit. // Setting the layer to RenderLayers::layer(1) would cause the rendered-to-texture cube to be lit, but the main view to be unlit. commands.spawn(( PointLightBundle { transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)), ..default() }, RenderLayers::layer(0).with(1), )); commands.spawn(( Camera3dBundle { camera: Camera { // render before the "main pass" camera order: -1, target: image_handle.clone().into(), clear_color: Color::WHITE.into(), ..default() }, tonemapping: bevy::core_pipeline::tonemapping::Tonemapping::None, transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0)) .looking_at(Vec3::ZERO, Vec3::Y), ..default() }, first_pass_layer, )); // The main pass camera. commands.spawn(Camera3dBundle { tonemapping: bevy::core_pipeline::tonemapping::Tonemapping::None, transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); } /// Rotates the inner cube (first pass) fn rotator_system(time: Res