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Update split_screen
example with 4 cameras (#12010)
# Objective Improve `split_screen` example to use 4 cameras. This serves as a visual regression test for #12006. ## Solution With the fix of #11968: ![image](https://github.com/bevyengine/bevy/assets/6532395/57e9e013-7d23-429f-98ac-c6542d6b4bea) Without (current `main`): ![image](https://github.com/bevyengine/bevy/assets/6532395/0b2a88a4-97f8-408d-8a0e-ce917efc668d)
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1 changed files with 68 additions and 96 deletions
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@ -50,81 +50,65 @@ fn setup(
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..default()
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});
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// Left Camera
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let left_camera = commands
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.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(0.0, 200.0, -100.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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LeftCamera,
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))
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.id();
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// Cameras and their dedicated UI
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for (index, (camera_name, camera_pos)) in [
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("Player 1", Vec3::new(0.0, 200.0, -150.0)),
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("Player 2", Vec3::new(150.0, 150., 50.0)),
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("Player 3", Vec3::new(100.0, 150., -150.0)),
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("Player 4", Vec3::new(-100.0, 80., 150.0)),
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]
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.iter()
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.enumerate()
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{
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let camera = commands
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.spawn((
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Camera3dBundle {
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transform: Transform::from_translation(*camera_pos)
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.looking_at(Vec3::ZERO, Vec3::Y),
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camera: Camera {
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// Renders cameras with different priorities to prevent ambiguities
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order: index as isize,
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// Don't clear after the first camera because the first camera already cleared the entire window
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clear_color: if index > 0 {
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ClearColorConfig::None
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} else {
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ClearColorConfig::default()
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},
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..default()
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},
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..default()
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},
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CameraPosition {
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pos: UVec2::new((index % 2) as u32, (index / 2) as u32),
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},
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))
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.id();
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// Right Camera
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let right_camera = commands
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.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(100.0, 100., 150.0).looking_at(Vec3::ZERO, Vec3::Y),
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camera: Camera {
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// Renders the right camera after the left camera, which has a default priority of 0
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order: 1,
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// don't clear on the second camera because the first camera already cleared the window
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clear_color: ClearColorConfig::None,
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// Set up UI
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commands
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.spawn((
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TargetCamera(camera),
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NodeBundle {
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style: Style {
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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padding: UiRect::all(Val::Px(20.)),
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..default()
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},
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..default()
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},
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..default()
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},
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RightCamera,
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))
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.id();
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// Set up UI
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commands
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.spawn((
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TargetCamera(left_camera),
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NodeBundle {
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style: Style {
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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..default()
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},
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..default()
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},
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))
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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"Left",
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TextStyle {
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font_size: 20.,
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..default()
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},
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));
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buttons_panel(parent);
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});
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commands
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.spawn((
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TargetCamera(right_camera),
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NodeBundle {
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style: Style {
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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..default()
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},
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..default()
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},
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))
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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"Right",
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TextStyle {
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font_size: 20.,
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..default()
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},
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));
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buttons_panel(parent);
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});
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))
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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*camera_name,
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TextStyle {
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font_size: 20.,
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..default()
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},
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));
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buttons_panel(parent);
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});
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}
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fn buttons_panel(parent: &mut ChildBuilder) {
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parent
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@ -179,10 +163,9 @@ fn setup(
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}
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#[derive(Component)]
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struct LeftCamera;
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#[derive(Component)]
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struct RightCamera;
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struct CameraPosition {
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pos: UVec2,
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}
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#[derive(Component)]
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struct RotateCamera(Direction);
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@ -195,33 +178,22 @@ enum Direction {
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fn set_camera_viewports(
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windows: Query<&Window>,
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mut resize_events: EventReader<WindowResized>,
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mut left_camera: Query<&mut Camera, (With<LeftCamera>, Without<RightCamera>)>,
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mut right_camera: Query<&mut Camera, With<RightCamera>>,
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mut query: Query<(&CameraPosition, &mut Camera)>,
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) {
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// We need to dynamically resize the camera's viewports whenever the window size changes
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// so then each camera always takes up half the screen.
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// A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup.
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for resize_event in resize_events.read() {
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let window = windows.get(resize_event.window).unwrap();
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let mut left_camera = left_camera.single_mut();
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left_camera.viewport = Some(Viewport {
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physical_position: UVec2::new(0, 0),
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physical_size: UVec2::new(
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window.resolution.physical_width() / 2,
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window.resolution.physical_height(),
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),
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..default()
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});
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let size = UVec2::new(window.physical_width(), window.physical_height()) / 2;
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let mut right_camera = right_camera.single_mut();
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right_camera.viewport = Some(Viewport {
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physical_position: UVec2::new(window.resolution.physical_width() / 2, 0),
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physical_size: UVec2::new(
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window.resolution.physical_width() / 2,
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window.resolution.physical_height(),
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),
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..default()
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});
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for (camera_position, mut camera) in &mut query {
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camera.viewport = Some(Viewport {
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physical_position: camera_position.pos * size,
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physical_size: size,
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..default()
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});
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}
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}
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}
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