//! Test rendering of many cameras and lights use std::f32::consts::PI; use bevy::{ math::ops::{cos, sin}, prelude::*, render::camera::Viewport, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .add_systems(Update, rotate_cameras) .run(); } const CAMERA_ROWS: usize = 4; const CAMERA_COLS: usize = 4; const NUM_LIGHTS: usize = 5; /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, window: Query<&Window>, ) { // circular base commands.spawn(( Mesh3d(meshes.add(Circle::new(4.0))), MeshMaterial3d(materials.add(Color::WHITE)), Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)), )); // cube commands.spawn(( Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))), MeshMaterial3d(materials.add(Color::WHITE)), Transform::from_xyz(0.0, 0.5, 0.0), )); // lights for i in 0..NUM_LIGHTS { let angle = (i as f32) / (NUM_LIGHTS as f32) * PI * 2.0; commands.spawn(( PointLight { color: Color::hsv(angle.to_degrees(), 1.0, 1.0), intensity: 2_000_000.0 / NUM_LIGHTS as f32, shadows_enabled: true, ..default() }, Transform::from_xyz(sin(angle) * 4.0, 2.0, cos(angle) * 4.0), )); } // cameras let window = window.single(); let width = window.resolution.width() / CAMERA_COLS as f32 * window.resolution.scale_factor(); let height = window.resolution.height() / CAMERA_ROWS as f32 * window.resolution.scale_factor(); let mut i = 0; for y in 0..CAMERA_COLS { for x in 0..CAMERA_ROWS { let angle = i as f32 / (CAMERA_ROWS * CAMERA_COLS) as f32 * PI * 2.0; commands.spawn(( Camera3d::default(), Camera { viewport: Some(Viewport { physical_position: UVec2::new( (x as f32 * width) as u32, (y as f32 * height) as u32, ), physical_size: UVec2::new(width as u32, height as u32), ..default() }), order: i, ..default() }, Transform::from_xyz(sin(angle) * 4.0, 2.5, cos(angle) * 4.0) .looking_at(Vec3::ZERO, Vec3::Y), )); i += 1; } } } fn rotate_cameras(time: Res