bevy/examples/window/multiple_windows.rs

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use bevy::{
core_pipeline::{draw_3d_graph, node, AlphaMask3d, Opaque3d, Transparent3d},
prelude::*,
render::{
camera::{ActiveCameras, ExtractedCameraNames, RenderTarget},
render_graph::{Node, NodeRunError, RenderGraph, RenderGraphContext, SlotValue},
render_phase::RenderPhase,
renderer::RenderContext,
RenderApp, RenderStage,
},
window::{CreateWindow, PresentMode, WindowId},
};
/// This example creates a second window and draws a mesh from two different cameras, one in each window
fn main() {
let mut app = App::new();
app.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_startup_system(create_new_window);
let render_app = app.sub_app_mut(RenderApp);
render_app.add_system_to_stage(RenderStage::Extract, extract_secondary_camera_phases);
let mut graph = render_app.world.get_resource_mut::<RenderGraph>().unwrap();
graph.add_node(SECONDARY_PASS_DRIVER, SecondaryCameraDriver);
graph
.add_node_edge(node::MAIN_PASS_DEPENDENCIES, SECONDARY_PASS_DRIVER)
.unwrap();
app.run();
}
fn extract_secondary_camera_phases(mut commands: Commands, active_cameras: Res<ActiveCameras>) {
if let Some(secondary) = active_cameras.get(SECONDARY_CAMERA_NAME) {
if let Some(entity) = secondary.entity {
commands.get_or_spawn(entity).insert_bundle((
RenderPhase::<Opaque3d>::default(),
RenderPhase::<AlphaMask3d>::default(),
RenderPhase::<Transparent3d>::default(),
));
}
}
}
const SECONDARY_CAMERA_NAME: &str = "Secondary";
const SECONDARY_PASS_DRIVER: &str = "secondary_pass_driver";
fn create_new_window(
mut create_window_events: EventWriter<CreateWindow>,
mut commands: Commands,
mut active_cameras: ResMut<ActiveCameras>,
) {
let window_id = WindowId::new();
// sends out a "CreateWindow" event, which will be received by the windowing backend
create_window_events.send(CreateWindow {
id: window_id,
descriptor: WindowDescriptor {
width: 800.,
height: 600.,
present_mode: PresentMode::Immediate,
title: "Second window".to_string(),
..Default::default()
},
});
// second window camera
commands.spawn_bundle(PerspectiveCameraBundle {
camera: Camera {
target: RenderTarget::Window(window_id),
name: Some(SECONDARY_CAMERA_NAME.into()),
..Default::default()
},
transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
});
active_cameras.add(SECONDARY_CAMERA_NAME);
}
struct SecondaryCameraDriver;
impl Node for SecondaryCameraDriver {
fn run(
&self,
graph: &mut RenderGraphContext,
_render_context: &mut RenderContext,
world: &World,
) -> Result<(), NodeRunError> {
let extracted_cameras = world.get_resource::<ExtractedCameraNames>().unwrap();
if let Some(camera_3d) = extracted_cameras.entities.get(SECONDARY_CAMERA_NAME) {
graph.run_sub_graph(
crate::draw_3d_graph::NAME,
vec![SlotValue::Entity(*camera_3d)],
)?;
}
Ok(())
}
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// add entities to the world
commands.spawn_scene(asset_server.load("models/monkey/Monkey.gltf#Scene0"));
// light
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_xyz(4.0, 5.0, 4.0),
..Default::default()
});
// main camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
});
}