bevy/examples/window/multiple_windows.rs
François 21794fe6df
make more information available from loaded GLTF model (#1020)
make more information available from loaded GLTF model 
* make gltf nodes available as assets
* add list of primitive per mesh, and their associated material
* complete gltf structure
* get names of gltf assets
* only load materials once
* add labels with node names
2020-12-31 14:57:15 -06:00

211 lines
6.5 KiB
Rust

use bevy::{
prelude::*,
render::{
camera::{ActiveCameras, Camera},
pass::*,
render_graph::{
base::MainPass, CameraNode, PassNode, RenderGraph, WindowSwapChainNode,
WindowTextureNode,
},
texture::{Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsage},
},
window::{CreateWindow, WindowDescriptor, WindowId},
};
/// This example creates a second window and draws a mesh from two different cameras.
fn main() {
App::build()
.add_resource(Msaa { samples: 4 })
.add_resource(State::new(AppState::CreateWindow))
.add_plugins(DefaultPlugins)
.add_stage_after(
stage::UPDATE,
STATE_STAGE,
StateStage::<AppState>::default(),
)
.on_state_update(STATE_STAGE, AppState::CreateWindow, setup_window.system())
.on_state_enter(STATE_STAGE, AppState::Setup, setup_pipeline.system())
.run();
}
const STATE_STAGE: &str = "state";
// NOTE: this "state based" approach to multiple windows is a short term workaround.
// Future Bevy releases shouldn't require such a strict order of operations.
#[derive(Clone)]
enum AppState {
CreateWindow,
Setup,
}
fn setup_window(
mut app_state: ResMut<State<AppState>>,
mut create_window_events: ResMut<Events<CreateWindow>>,
) {
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(),
..Default::default()
},
});
app_state.set_next(AppState::Setup).unwrap();
}
fn setup_pipeline(
commands: &mut Commands,
windows: Res<Windows>,
mut active_cameras: ResMut<ActiveCameras>,
mut render_graph: ResMut<RenderGraph>,
asset_server: Res<AssetServer>,
msaa: Res<Msaa>,
) {
// get the non-default window id
let window_id = windows
.iter()
.find(|w| w.id() != WindowId::default())
.map(|w| w.id())
.unwrap();
// 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(window_id),
);
// add a new depth texture node for our new window
render_graph.add_node(
"second_window_depth_texture",
WindowTextureNode::new(
window_id,
TextureDescriptor {
format: TextureFormat::Depth32Float,
usage: TextureUsage::OUTPUT_ATTACHMENT,
sample_count: msaa.samples,
..Default::default()
},
),
);
// add a new camera node for our new window
render_graph.add_system_node("secondary_camera", CameraNode::new("Secondary"));
// add a new render pass for our new window / camera
let mut second_window_pass = PassNode::<&MainPass>::new(PassDescriptor {
color_attachments: vec![msaa.color_attachment_descriptor(
TextureAttachment::Input("color_attachment".to_string()),
TextureAttachment::Input("color_resolve_target".to_string()),
Operations {
load: LoadOp::Clear(Color::rgb(0.5, 0.5, 0.8)),
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: msaa.samples,
});
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",
if msaa.samples > 1 {
"color_resolve_target"
} else {
"color_attachment"
},
)
.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();
if msaa.samples > 1 {
render_graph.add_node(
"second_multi_sampled_color_attachment",
WindowTextureNode::new(
window_id,
TextureDescriptor {
size: Extent3d {
depth: 1,
width: 1,
height: 1,
},
mip_level_count: 1,
sample_count: msaa.samples,
dimension: TextureDimension::D2,
format: TextureFormat::default(),
usage: TextureUsage::OUTPUT_ATTACHMENT,
},
),
);
render_graph
.add_slot_edge(
"second_multi_sampled_color_attachment",
WindowSwapChainNode::OUT_TEXTURE,
"second_window_pass",
"color_attachment",
)
.unwrap();
}
// SETUP SCENE
// add entities to the world
commands
.spawn_scene(asset_server.load("models/monkey/Monkey.gltf#Scene0"))
// light
.spawn(LightBundle {
transform: Transform::from_translation(Vec3::new(4.0, 5.0, 4.0)),
..Default::default()
})
// main camera
.spawn(Camera3dBundle {
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 6.0))
.looking_at(Vec3::default(), Vec3::unit_y()),
..Default::default()
})
// second window camera
.spawn(Camera3dBundle {
camera: Camera {
name: Some("Secondary".to_string()),
window: window_id,
..Default::default()
},
transform: Transform::from_translation(Vec3::new(6.0, 0.0, 0.0))
.looking_at(Vec3::default(), Vec3::unit_y()),
..Default::default()
});
}