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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
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4 changed files with 118 additions and 2 deletions
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@ -25,7 +25,7 @@ default = [
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"hdr",
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"mp3",
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"x11",
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"filesystem_watcher"
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"filesystem_watcher",
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]
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# Force dynamic linking, which improves iterative compile times
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@ -441,6 +441,10 @@ path = "examples/ui/ui.rs"
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name = "clear_color"
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path = "examples/window/clear_color.rs"
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[[example]]
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name = "multiple_windows"
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path = "examples/window/multiple_windows.rs"
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[[example]]
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name = "scale_factor_override"
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path = "examples/window/scale_factor_override.rs"
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@ -82,8 +82,8 @@ fn extract_cameras(
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if let Some((entity, camera, transform, visible_entities)) =
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camera.entity.and_then(|e| query.get(e).ok())
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{
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entities.insert(name.clone(), entity);
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if let Some(window) = windows.get(camera.window) {
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entities.insert(name.clone(), entity);
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commands.get_or_spawn(entity).insert_bundle((
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ExtractedCamera {
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window_id: camera.window,
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@ -243,6 +243,7 @@ Example | File | Description
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Example | File | Description
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--- | --- | ---
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`clear_color` | [`window/clear_color.rs`](./window/clear_color.rs) | Creates a solid color window
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`multiple_windows` | [`window/multiple_windows.rs`](./window/multiple_windows.rs) | Demonstrates creating multiple windows, and rendering to them
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`scale_factor_override` | [`window/scale_factor_override.rs`](./window/scale_factor_override.rs) | Illustrates how to customize the default window settings
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`transparent_window` | [`window/transparent_window.rs`](./window/transparent_window.rs) | Illustrates making the window transparent and hiding the window decoration
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`window_settings` | [`window/window_settings.rs`](./window/window_settings.rs) | Demonstrates customizing default window settings
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111
examples/window/multiple_windows.rs
Normal file
111
examples/window/multiple_windows.rs
Normal file
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@ -0,0 +1,111 @@
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use bevy::{
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core_pipeline::{draw_3d_graph, node, AlphaMask3d, Opaque3d, Transparent3d},
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prelude::*,
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render::{
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camera::{ActiveCameras, ExtractedCameraNames},
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render_graph::{Node, NodeRunError, RenderGraph, RenderGraphContext, SlotValue},
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render_phase::RenderPhase,
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renderer::RenderContext,
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RenderApp, RenderStage,
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},
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window::{CreateWindow, WindowId},
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};
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/// This example creates a second window and draws a mesh from two different cameras, one in each window
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fn main() {
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let mut app = App::new();
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app.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_startup_system(create_new_window);
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let render_app = app.sub_app(RenderApp);
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render_app.add_system_to_stage(RenderStage::Extract, extract_secondary_camera_phases);
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let mut graph = render_app.world.get_resource_mut::<RenderGraph>().unwrap();
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graph.add_node(SECONDARY_PASS_DRIVER, SecondaryCameraDriver);
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graph
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.add_node_edge(node::MAIN_PASS_DEPENDENCIES, SECONDARY_PASS_DRIVER)
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.unwrap();
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app.run();
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}
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fn extract_secondary_camera_phases(mut commands: Commands, active_cameras: Res<ActiveCameras>) {
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if let Some(secondary) = active_cameras.get(SECONDARY_CAMERA_NAME) {
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if let Some(entity) = secondary.entity {
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commands.get_or_spawn(entity).insert_bundle((
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RenderPhase::<Opaque3d>::default(),
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RenderPhase::<AlphaMask3d>::default(),
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RenderPhase::<Transparent3d>::default(),
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));
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}
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}
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}
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const SECONDARY_CAMERA_NAME: &str = "Secondary";
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const SECONDARY_PASS_DRIVER: &str = "secondary_pass_driver";
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fn create_new_window(
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mut create_window_events: EventWriter<CreateWindow>,
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mut commands: Commands,
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mut active_cameras: ResMut<ActiveCameras>,
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) {
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let window_id = WindowId::new();
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// sends out a "CreateWindow" event, which will be received by the windowing backend
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create_window_events.send(CreateWindow {
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id: window_id,
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descriptor: WindowDescriptor {
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width: 800.,
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height: 600.,
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vsync: false,
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title: "Second window".to_string(),
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..Default::default()
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},
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});
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// second window camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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camera: Camera {
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window: window_id,
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name: Some(SECONDARY_CAMERA_NAME.into()),
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..Default::default()
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},
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transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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});
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active_cameras.add(SECONDARY_CAMERA_NAME);
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}
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struct SecondaryCameraDriver;
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impl Node for SecondaryCameraDriver {
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fn run(
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&self,
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graph: &mut RenderGraphContext,
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_render_context: &mut RenderContext,
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world: &World,
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) -> Result<(), NodeRunError> {
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let extracted_cameras = world.get_resource::<ExtractedCameraNames>().unwrap();
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if let Some(camera_3d) = extracted_cameras.entities.get(SECONDARY_CAMERA_NAME) {
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graph.run_sub_graph(
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crate::draw_3d_graph::NAME,
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vec![SlotValue::Entity(*camera_3d)],
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)?;
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}
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Ok(())
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}
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// add entities to the world
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commands.spawn_scene(asset_server.load("models/monkey/Monkey.gltf#Scene0"));
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// light
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_xyz(4.0, 5.0, 4.0),
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..Default::default()
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});
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// main camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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});
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}
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