//! Renders two cameras to the same window to accomplish "split screen". use std::f32::consts::PI; use bevy::{ core_pipeline::clear_color::ClearColorConfig, pbr::CascadeShadowConfigBuilder, prelude::*, render::camera::Viewport, window::WindowResized, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_startup_system(setup) .add_system(set_camera_viewports.in_set(CoreSet::Update)) .run(); } /// set up a simple 3D scene fn setup( mut commands: Commands, asset_server: Res, mut meshes: ResMut>, mut materials: ResMut>, ) { // plane commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Plane { size: 100.0 })), material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()), ..default() }); commands.spawn(SceneBundle { scene: asset_server.load("models/animated/Fox.glb#Scene0"), ..default() }); // Light commands.spawn(DirectionalLightBundle { transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)), directional_light: DirectionalLight { shadows_enabled: true, ..default() }, cascade_shadow_config: CascadeShadowConfigBuilder { num_cascades: 2, first_cascade_far_bound: 200.0, maximum_distance: 280.0, ..default() } .into(), ..default() }); // Left Camera commands.spawn(( Camera3dBundle { transform: Transform::from_xyz(0.0, 200.0, -100.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }, LeftCamera, )); // Right Camera commands.spawn(( Camera3dBundle { transform: Transform::from_xyz(100.0, 100., 150.0).looking_at(Vec3::ZERO, Vec3::Y), camera: Camera { // Renders the right camera after the left camera, which has a default priority of 0 order: 1, ..default() }, camera_3d: Camera3d { // don't clear on the second camera because the first camera already cleared the window clear_color: ClearColorConfig::None, ..default() }, ..default() }, RightCamera, )); } #[derive(Component)] struct LeftCamera; #[derive(Component)] struct RightCamera; fn set_camera_viewports( windows: Query<&Window>, mut resize_events: EventReader, mut left_camera: Query<&mut Camera, (With, Without)>, mut right_camera: Query<&mut Camera, With>, ) { // We need to dynamically resize the camera's viewports whenever the window size changes // so then each camera always takes up half the screen. // A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup. for resize_event in resize_events.iter() { let window = windows.get(resize_event.window).unwrap(); let mut left_camera = left_camera.single_mut(); left_camera.viewport = Some(Viewport { physical_position: UVec2::new(0, 0), physical_size: UVec2::new( window.resolution.physical_width() / 2, window.resolution.physical_height(), ), ..default() }); let mut right_camera = right_camera.single_mut(); right_camera.viewport = Some(Viewport { physical_position: UVec2::new(window.resolution.physical_width() / 2, 0), physical_size: UVec2::new( window.resolution.physical_width() / 2, window.resolution.physical_height(), ), ..default() }); } }