fix multiple_windows example (#4389)

The example was broken in #3635 when the `ActiveCamera` logic was introduced, after which there could only be one active `Camera3d` globally.
Ideally there could be one `Camera3d` per render target, not globally, but that isn't the case yet.

To fix the example, we need to
- don't use `Camera3d` twice, add a new `SecondWindowCamera3d` marker
- add the `CameraTypePlugin::<SecondWindowCamera3d>`
- extract the correct `RenderPhase`s
- add a 3d pass driver node for the secondary camera

Fixes #4378

Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
This commit is contained in:
Jakob Hellermann 2022-04-01 21:11:07 +00:00
parent c26be39719
commit 0ed08d6a15

View file

@ -1,6 +1,13 @@
use bevy::{
core_pipeline::{self, AlphaMask3d, Opaque3d, Transparent3d},
prelude::*,
render::camera::RenderTarget,
render::{
camera::{ActiveCamera, CameraTypePlugin, RenderTarget},
render_graph::{self, NodeRunError, RenderGraph, RenderGraphContext, SlotValue},
render_phase::RenderPhase,
renderer::RenderContext,
RenderApp, RenderStage,
},
window::{CreateWindow, PresentMode, WindowId},
};
@ -8,11 +15,73 @@ use bevy::{
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(SecondWindowCameraPlugin)
.add_startup_system(setup)
.add_startup_system(create_new_window)
.run();
}
struct SecondWindowCameraPlugin;
impl Plugin for SecondWindowCameraPlugin {
fn build(&self, app: &mut App) {
// adds the `ActiveCamera<SecondWindowCamera3d>` resource and extracts the camera into the render world
app.add_plugin(CameraTypePlugin::<SecondWindowCamera3d>::default());
let render_app = app.sub_app_mut(RenderApp);
// add `RenderPhase<Opaque3d>`, `RenderPhase<AlphaMask3d>` and `RenderPhase<Transparent3d>` camera phases
render_app.add_system_to_stage(RenderStage::Extract, extract_second_camera_phases);
// add a render graph node that executes the 3d subgraph
let mut render_graph = render_app.world.resource_mut::<RenderGraph>();
let second_window_node = render_graph.add_node("second_window_cam", SecondWindowDriverNode);
render_graph
.add_node_edge(
core_pipeline::node::MAIN_PASS_DEPENDENCIES,
second_window_node,
)
.unwrap();
render_graph
.add_node_edge(core_pipeline::node::CLEAR_PASS_DRIVER, second_window_node)
.unwrap();
}
}
struct SecondWindowDriverNode;
impl render_graph::Node for SecondWindowDriverNode {
fn run(
&self,
graph: &mut RenderGraphContext,
_: &mut RenderContext,
world: &World,
) -> Result<(), NodeRunError> {
if let Some(camera) = world.resource::<ActiveCamera<SecondWindowCamera3d>>().get() {
graph.run_sub_graph(
core_pipeline::draw_3d_graph::NAME,
vec![SlotValue::Entity(camera)],
)?;
}
Ok(())
}
}
fn extract_second_camera_phases(
mut commands: Commands,
active: Res<ActiveCamera<SecondWindowCamera3d>>,
) {
if let Some(entity) = active.get() {
commands.get_or_spawn(entity).insert_bundle((
RenderPhase::<Opaque3d>::default(),
RenderPhase::<AlphaMask3d>::default(),
RenderPhase::<Transparent3d>::default(),
));
}
}
#[derive(Component, Default)]
struct SecondWindowCamera3d;
fn create_new_window(mut create_window_events: EventWriter<CreateWindow>, mut commands: Commands) {
let window_id = WindowId::new();
@ -35,7 +104,8 @@ fn create_new_window(mut create_window_events: EventWriter<CreateWindow>, mut co
..default()
},
transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
marker: SecondWindowCamera3d,
..PerspectiveCameraBundle::new()
});
}