//! Renders two cameras to the same window to accomplish "split screen". use std::f32::consts::PI; use bevy::{ pbr::CascadeShadowConfigBuilder, prelude::*, render::camera::Viewport, window::WindowResized, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .add_systems(Update, (set_camera_viewports, button_system)) .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(Plane3d::default().mesh().size(100.0, 100.0)), material: materials.add(Color::rgb(0.3, 0.5, 0.3)), ..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 let left_camera = commands .spawn(( Camera3dBundle { transform: Transform::from_xyz(0.0, 200.0, -100.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }, LeftCamera, )) .id(); // Right Camera let 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, // don't clear on the second camera because the first camera already cleared the window clear_color: ClearColorConfig::None, ..default() }, ..default() }, RightCamera, )) .id(); // Set up UI commands .spawn(( TargetCamera(left_camera), NodeBundle { style: Style { width: Val::Percent(100.), height: Val::Percent(100.), ..default() }, ..default() }, )) .with_children(|parent| { parent.spawn(TextBundle::from_section( "Left", TextStyle { font_size: 20., ..default() }, )); buttons_panel(parent); }); commands .spawn(( TargetCamera(right_camera), NodeBundle { style: Style { width: Val::Percent(100.), height: Val::Percent(100.), ..default() }, ..default() }, )) .with_children(|parent| { parent.spawn(TextBundle::from_section( "Right", TextStyle { font_size: 20., ..default() }, )); buttons_panel(parent); }); fn buttons_panel(parent: &mut ChildBuilder) { parent .spawn(NodeBundle { style: Style { position_type: PositionType::Absolute, width: Val::Percent(100.), height: Val::Percent(100.), display: Display::Flex, flex_direction: FlexDirection::Row, justify_content: JustifyContent::SpaceBetween, align_items: AlignItems::Center, padding: UiRect::all(Val::Px(20.)), ..default() }, ..default() }) .with_children(|parent| { rotate_button(parent, "<", Direction::Left); rotate_button(parent, ">", Direction::Right); }); } fn rotate_button(parent: &mut ChildBuilder, caption: &str, direction: Direction) { parent .spawn(( RotateCamera(direction), ButtonBundle { style: Style { width: Val::Px(40.), height: Val::Px(40.), border: UiRect::all(Val::Px(2.)), justify_content: JustifyContent::Center, align_items: AlignItems::Center, ..default() }, border_color: Color::WHITE.into(), background_color: Color::DARK_GRAY.into(), ..default() }, )) .with_children(|parent| { parent.spawn(TextBundle::from_section( caption, TextStyle { font_size: 20., ..default() }, )); }); } } #[derive(Component)] struct LeftCamera; #[derive(Component)] struct RightCamera; #[derive(Component)] struct RotateCamera(Direction); enum Direction { Left, Right, } 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.read() { 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() }); } } #[allow(clippy::type_complexity)] fn button_system( interaction_query: Query< (&Interaction, &TargetCamera, &RotateCamera), (Changed, With