bevy/examples/window/multiple_windows.rs
Carter Anderson 2ca6de2b81 upgrade wgpu
2020-07-10 13:47:31 -07:00

164 lines
4.9 KiB
Rust

use bevy::{
prelude::*,
render::{
pass::{
LoadOp, PassDescriptor, RenderPassColorAttachmentDescriptor,
RenderPassDepthStencilAttachmentDescriptor, TextureAttachment,
},
texture::{TextureDescriptor, TextureFormat, TextureUsage},
ActiveCameras,
},
window::{CreateWindow, WindowId, WindowReference},
};
use bevy_render::pass::Operations;
fn main() {
App::build()
.add_default_plugins()
.add_startup_system(setup.system())
.run();
}
fn setup(
mut commands: Commands,
mut create_window_events: ResMut<Events<CreateWindow>>,
mut active_cameras: ResMut<ActiveCameras>,
mut render_graph: ResMut<RenderGraph>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
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,
vsync: false,
title: "second window".to_string(),
},
});
// here we setup our render graph to draw our second camera to the new window's swap chain
// add a swapchain node for our new window
render_graph.add_node(
"second_window_swap_chain",
WindowSwapChainNode::new(WindowReference::Id(window_id)),
);
// add a new depth texture node for our new window
render_graph.add_node(
"second_window_depth_texture",
WindowTextureNode::new(
WindowReference::Id(window_id),
TextureDescriptor {
format: TextureFormat::Depth32Float,
usage: TextureUsage::OUTPUT_ATTACHMENT,
..Default::default()
},
),
);
// add a new depth texture node for our new window
render_graph.add_system_node("secondary_camera", CameraNode::new("Secondary"));
// add a new render pass for our new camera
let mut second_window_pass = PassNode::new(PassDescriptor {
color_attachments: vec![RenderPassColorAttachmentDescriptor {
attachment: TextureAttachment::Input("color".to_string()),
resolve_target: None,
ops: Operations {
load: LoadOp::Clear(Color::rgb(0.1, 0.1, 0.1)),
store: true,
},
}],
depth_stencil_attachment: Some(RenderPassDepthStencilAttachmentDescriptor {
attachment: TextureAttachment::Input("depth".to_string()),
depth_ops: Some(Operations {
load: LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}),
sample_count: 1,
});
second_window_pass.add_camera("Secondary");
active_cameras.add("Secondary");
render_graph.add_node("second_window_pass", second_window_pass);
render_graph
.add_slot_edge(
"second_window_swap_chain",
WindowSwapChainNode::OUT_TEXTURE,
"second_window_pass",
"color",
)
.unwrap();
render_graph
.add_slot_edge(
"second_window_depth_texture",
WindowTextureNode::OUT_TEXTURE,
"second_window_pass",
"depth",
)
.unwrap();
render_graph
.add_node_edge("secondary_camera", "second_window_pass")
.unwrap();
// SETUP SCENE
// load the mesh
let mesh_handle = asset_server
.load("assets/models/monkey/Monkey.gltf")
.unwrap();
// create a material for the mesh
let material_handle = materials.add(StandardMaterial {
albedo: Color::rgb(0.5, 0.4, 0.3),
..Default::default()
});
// add entities to the world
commands
// mesh
.spawn(PbrComponents {
mesh: mesh_handle,
material: material_handle,
..Default::default()
})
// light
.spawn(LightComponents {
translation: Translation::new(4.0, 5.0, 4.0),
..Default::default()
})
// main camera
.spawn(PerspectiveCameraComponents {
transform: Transform::new_sync_disabled(Mat4::face_toward(
Vec3::new(0.0, 0.0, 6.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 1.0, 0.0),
)),
..Default::default()
})
// second window camera
.spawn(PerspectiveCameraComponents {
camera: Camera {
name: Some("Secondary".to_string()),
window: WindowReference::Id(window_id),
..Default::default()
},
transform: Transform::new_sync_disabled(Mat4::face_toward(
Vec3::new(6.0, 0.0, 0.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 1.0, 0.0),
)),
..Default::default()
});
}