use bevy::{ core_pipeline::{self, AlphaMask3d, Opaque3d, Transparent3d}, prelude::*, render::{ camera::{ActiveCamera, CameraTypePlugin, RenderTarget}, render_graph::{self, NodeRunError, RenderGraph, RenderGraphContext, SlotValue}, render_phase::RenderPhase, renderer::RenderContext, RenderApp, RenderStage, }, window::{CreateWindow, PresentMode, WindowId}, }; /// This example creates a second window and draws a mesh from two different cameras, one in each window fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugin(SecondWindowCameraPlugin) .add_startup_system(setup) .add_startup_system(create_new_window) .add_system(bevy::window::close_on_esc) .run(); } struct SecondWindowCameraPlugin; impl Plugin for SecondWindowCameraPlugin { fn build(&self, app: &mut App) { // adds the `ActiveCamera` resource and extracts the camera into the render world app.add_plugin(CameraTypePlugin::::default()); let render_app = app.sub_app_mut(RenderApp); // add `RenderPhase`, `RenderPhase` and `RenderPhase` camera phases render_app.add_system_to_stage(RenderStage::Extract, extract_second_camera_phases); // add a render graph node that executes the 3d subgraph let mut render_graph = render_app.world.resource_mut::(); let second_window_node = render_graph.add_node("second_window_cam", SecondWindowDriverNode); render_graph .add_node_edge( core_pipeline::node::MAIN_PASS_DEPENDENCIES, second_window_node, ) .unwrap(); render_graph .add_node_edge(core_pipeline::node::CLEAR_PASS_DRIVER, second_window_node) .unwrap(); } } struct SecondWindowDriverNode; impl render_graph::Node for SecondWindowDriverNode { fn run( &self, graph: &mut RenderGraphContext, _: &mut RenderContext, world: &World, ) -> Result<(), NodeRunError> { if let Some(camera) = world.resource::>().get() { graph.run_sub_graph( core_pipeline::draw_3d_graph::NAME, vec![SlotValue::Entity(camera)], )?; } Ok(()) } } fn extract_second_camera_phases( mut commands: Commands, active: Res>, ) { if let Some(entity) = active.get() { commands.get_or_spawn(entity).insert_bundle(( RenderPhase::::default(), RenderPhase::::default(), RenderPhase::::default(), )); } } #[derive(Component, Default)] struct SecondWindowCamera3d; fn create_new_window(mut create_window_events: EventWriter, mut commands: Commands) { let window_id = WindowId::new(); // sends out a "CreateWindow" event, which will be received by the windowing backend create_window_events.send(CreateWindow { id: window_id, descriptor: WindowDescriptor { width: 800., height: 600., present_mode: PresentMode::Immediate, title: "Second window".to_string(), ..default() }, }); // second window camera commands.spawn_bundle(PerspectiveCameraBundle { camera: Camera { target: RenderTarget::Window(window_id), ..default() }, transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y), marker: SecondWindowCamera3d, ..PerspectiveCameraBundle::new() }); } fn setup(mut commands: Commands, asset_server: Res) { // add entities to the world commands.spawn_scene(asset_server.load("models/monkey/Monkey.gltf#Scene0")); // light commands.spawn_bundle(PointLightBundle { transform: Transform::from_xyz(4.0, 5.0, 4.0), ..default() }); // main camera commands.spawn_bundle(PerspectiveCameraBundle { transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); }