use bevy::{ core_pipeline::{draw_3d_graph, node, AlphaMask3d, Opaque3d, Transparent3d}, prelude::*, render::{ camera::{ActiveCameras, ExtractedCameraNames, RenderTarget}, render_graph::{Node, 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() { let mut app = App::new(); app.add_plugins(DefaultPlugins) .add_startup_system(setup) .add_startup_system(create_new_window); let render_app = app.sub_app_mut(RenderApp); render_app.add_system_to_stage(RenderStage::Extract, extract_secondary_camera_phases); let mut graph = render_app.world.resource_mut::(); graph.add_node(SECONDARY_PASS_DRIVER, SecondaryCameraDriver); graph .add_node_edge(node::MAIN_PASS_DEPENDENCIES, SECONDARY_PASS_DRIVER) .unwrap(); app.run(); } fn extract_secondary_camera_phases(mut commands: Commands, active_cameras: Res) { if let Some(secondary) = active_cameras.get(SECONDARY_CAMERA_NAME) { if let Some(entity) = secondary.entity { commands.get_or_spawn(entity).insert_bundle(( RenderPhase::::default(), RenderPhase::::default(), RenderPhase::::default(), )); } } } const SECONDARY_CAMERA_NAME: &str = "Secondary"; const SECONDARY_PASS_DRIVER: &str = "secondary_pass_driver"; fn create_new_window( mut create_window_events: EventWriter, mut commands: Commands, mut active_cameras: ResMut, ) { 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::default() }, }); // second window camera commands.spawn_bundle(PerspectiveCameraBundle { camera: Camera { target: RenderTarget::Window(window_id), name: Some(SECONDARY_CAMERA_NAME.into()), ..Default::default() }, transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y), ..Default::default() }); active_cameras.add(SECONDARY_CAMERA_NAME); } struct SecondaryCameraDriver; impl Node for SecondaryCameraDriver { fn run( &self, graph: &mut RenderGraphContext, _render_context: &mut RenderContext, world: &World, ) -> Result<(), NodeRunError> { let extracted_cameras = world.resource::(); if let Some(camera_3d) = extracted_cameras.entities.get(SECONDARY_CAMERA_NAME) { graph.run_sub_graph( crate::draw_3d_graph::NAME, vec![SlotValue::Entity(*camera_3d)], )?; } Ok(()) } } 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::default() }); // main camera commands.spawn_bundle(PerspectiveCameraBundle { transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y), ..Default::default() }); }