Add an example 'showcasing' using multiple windows (#3367)

# Objective

- The multiple windows example which was viciously murdered in #3175.
- cart asked me to

## Solution

- Rework the example to work on pipelined-rendering, based on the work from #2898
This commit is contained in:
Daniel McNab 2021-12-18 19:38:05 +00:00
parent b5a04532c5
commit ed9d45fae5
4 changed files with 118 additions and 2 deletions

View file

@ -25,7 +25,7 @@ default = [
"hdr",
"mp3",
"x11",
"filesystem_watcher"
"filesystem_watcher",
]
# Force dynamic linking, which improves iterative compile times
@ -441,6 +441,10 @@ path = "examples/ui/ui.rs"
name = "clear_color"
path = "examples/window/clear_color.rs"
[[example]]
name = "multiple_windows"
path = "examples/window/multiple_windows.rs"
[[example]]
name = "scale_factor_override"
path = "examples/window/scale_factor_override.rs"

View file

@ -82,8 +82,8 @@ fn extract_cameras(
if let Some((entity, camera, transform, visible_entities)) =
camera.entity.and_then(|e| query.get(e).ok())
{
entities.insert(name.clone(), entity);
if let Some(window) = windows.get(camera.window) {
entities.insert(name.clone(), entity);
commands.get_or_spawn(entity).insert_bundle((
ExtractedCamera {
window_id: camera.window,

View file

@ -243,6 +243,7 @@ Example | File | Description
Example | File | Description
--- | --- | ---
`clear_color` | [`window/clear_color.rs`](./window/clear_color.rs) | Creates a solid color window
`multiple_windows` | [`window/multiple_windows.rs`](./window/multiple_windows.rs) | Demonstrates creating multiple windows, and rendering to them
`scale_factor_override` | [`window/scale_factor_override.rs`](./window/scale_factor_override.rs) | Illustrates how to customize the default window settings
`transparent_window` | [`window/transparent_window.rs`](./window/transparent_window.rs) | Illustrates making the window transparent and hiding the window decoration
`window_settings` | [`window/window_settings.rs`](./window/window_settings.rs) | Demonstrates customizing default window settings

View file

@ -0,0 +1,111 @@
use bevy::{
core_pipeline::{draw_3d_graph, node, AlphaMask3d, Opaque3d, Transparent3d},
prelude::*,
render::{
camera::{ActiveCameras, ExtractedCameraNames},
render_graph::{Node, NodeRunError, RenderGraph, RenderGraphContext, SlotValue},
render_phase::RenderPhase,
renderer::RenderContext,
RenderApp, RenderStage,
},
window::{CreateWindow, 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(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.,
vsync: false,
title: "Second window".to_string(),
..Default::default()
},
});
// second window camera
commands.spawn_bundle(PerspectiveCameraBundle {
camera: Camera {
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()
});
}