//! 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::srgb(0.3, 0.5, 0.3)), ..default() }); commands.spawn(SceneBundle { scene: asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")), ..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() }); // Cameras and their dedicated UI for (index, (camera_name, camera_pos)) in [ ("Player 1", Vec3::new(0.0, 200.0, -150.0)), ("Player 2", Vec3::new(150.0, 150., 50.0)), ("Player 3", Vec3::new(100.0, 150., -150.0)), ("Player 4", Vec3::new(-100.0, 80., 150.0)), ] .iter() .enumerate() { let camera = commands .spawn(( Camera3dBundle { transform: Transform::from_translation(*camera_pos) .looking_at(Vec3::ZERO, Vec3::Y), camera: Camera { // Renders cameras with different priorities to prevent ambiguities order: index as isize, ..default() }, ..default() }, CameraPosition { pos: UVec2::new((index % 2) as u32, (index / 2) as u32), }, )) .id(); // Set up UI commands .spawn(( TargetCamera(camera), NodeBundle { style: Style { width: Val::Percent(100.), height: Val::Percent(100.), padding: UiRect::all(Val::Px(20.)), ..default() }, ..default() }, )) .with_children(|parent| { parent.spawn(TextBundle::from_section(*camera_name, TextStyle::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::srgb(0.25, 0.25, 0.25).into(), ..default() }, )) .with_children(|parent| { parent.spawn(TextBundle::from_section(caption, TextStyle::default())); }); } } #[derive(Component)] struct CameraPosition { pos: UVec2, } #[derive(Component)] struct RotateCamera(Direction); enum Direction { Left, Right, } fn set_camera_viewports( windows: Query<&Window>, mut resize_events: EventReader, mut query: Query<(&CameraPosition, &mut Camera)>, ) { // 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 size = window.physical_size() / 2; for (camera_position, mut camera) in &mut query { camera.viewport = Some(Viewport { physical_position: camera_position.pos * size, physical_size: size, ..default() }); } } } #[allow(clippy::type_complexity)] fn button_system( interaction_query: Query< (&Interaction, &TargetCamera, &RotateCamera), (Changed, With