mirror of
https://github.com/bevyengine/bevy
synced 2024-12-22 19:13:08 +00:00
93 lines
2.8 KiB
Rust
93 lines
2.8 KiB
Rust
|
//! Test rendering of many cameras and lights
|
||
|
|
||
|
use std::f32::consts::PI;
|
||
|
|
||
|
use bevy::{
|
||
|
math::ops::{cos, sin},
|
||
|
prelude::*,
|
||
|
render::camera::Viewport,
|
||
|
};
|
||
|
|
||
|
fn main() {
|
||
|
App::new()
|
||
|
.add_plugins(DefaultPlugins)
|
||
|
.add_systems(Startup, setup)
|
||
|
.add_systems(Update, rotate_cameras)
|
||
|
.run();
|
||
|
}
|
||
|
|
||
|
const CAMERA_ROWS: usize = 4;
|
||
|
const CAMERA_COLS: usize = 4;
|
||
|
const NUM_LIGHTS: usize = 5;
|
||
|
|
||
|
/// set up a simple 3D scene
|
||
|
fn setup(
|
||
|
mut commands: Commands,
|
||
|
mut meshes: ResMut<Assets<Mesh>>,
|
||
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
||
|
window: Query<&Window>,
|
||
|
) {
|
||
|
// circular base
|
||
|
commands.spawn((
|
||
|
Mesh3d(meshes.add(Circle::new(4.0))),
|
||
|
MeshMaterial3d(materials.add(Color::WHITE)),
|
||
|
Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
|
||
|
));
|
||
|
|
||
|
// cube
|
||
|
commands.spawn((
|
||
|
Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
|
||
|
MeshMaterial3d(materials.add(Color::WHITE)),
|
||
|
Transform::from_xyz(0.0, 0.5, 0.0),
|
||
|
));
|
||
|
|
||
|
// lights
|
||
|
for i in 0..NUM_LIGHTS {
|
||
|
let angle = (i as f32) / (NUM_LIGHTS as f32) * PI * 2.0;
|
||
|
commands.spawn((
|
||
|
PointLight {
|
||
|
color: Color::hsv(angle.to_degrees(), 1.0, 1.0),
|
||
|
intensity: 2_000_000.0 / NUM_LIGHTS as f32,
|
||
|
shadows_enabled: true,
|
||
|
..default()
|
||
|
},
|
||
|
Transform::from_xyz(sin(angle) * 4.0, 2.0, cos(angle) * 4.0),
|
||
|
));
|
||
|
}
|
||
|
|
||
|
// cameras
|
||
|
let window = window.single();
|
||
|
let width = window.resolution.width() / CAMERA_COLS as f32 * window.resolution.scale_factor();
|
||
|
let height = window.resolution.height() / CAMERA_ROWS as f32 * window.resolution.scale_factor();
|
||
|
let mut i = 0;
|
||
|
for y in 0..CAMERA_COLS {
|
||
|
for x in 0..CAMERA_ROWS {
|
||
|
let angle = i as f32 / (CAMERA_ROWS * CAMERA_COLS) as f32 * PI * 2.0;
|
||
|
commands.spawn((
|
||
|
Camera3d::default(),
|
||
|
Camera {
|
||
|
viewport: Some(Viewport {
|
||
|
physical_position: UVec2::new(
|
||
|
(x as f32 * width) as u32,
|
||
|
(y as f32 * height) as u32,
|
||
|
),
|
||
|
physical_size: UVec2::new(width as u32, height as u32),
|
||
|
..default()
|
||
|
}),
|
||
|
order: i,
|
||
|
..default()
|
||
|
},
|
||
|
Transform::from_xyz(sin(angle) * 4.0, 2.5, cos(angle) * 4.0)
|
||
|
.looking_at(Vec3::ZERO, Vec3::Y),
|
||
|
));
|
||
|
i += 1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
fn rotate_cameras(time: Res<Time>, mut query: Query<&mut Transform, With<Camera>>) {
|
||
|
for mut transform in query.iter_mut() {
|
||
|
transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(time.delta_secs()));
|
||
|
}
|
||
|
}
|