mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
fcd7c0fc3d
Rebased and finished version of https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie for adjusting all the examples, and the many other people who helped write this PR (@superdump , @coreh , among others) :) Fixes https://github.com/bevyengine/bevy/issues/8369 --- ## Changelog - Added a `brightness` control to `Skybox`. - Added an `intensity` control to `EnvironmentMapLight`. - Added `ExposureSettings` and `PhysicalCameraParameters` for controlling exposure of 3D cameras. - Removed the baked-in `DirectionalLight` exposure Bevy previously hardcoded internally. ## Migration Guide - If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness` and `intensity` controls to adjust their strength. - All 3D scene will now have different apparent brightnesses due to Bevy implementing proper exposure controls. You will have to adjust the intensity of your lights and/or your camera exposure via the new `ExposureSettings` component to compensate. --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com> Co-authored-by: Marco Buono <thecoreh@gmail.com> Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: atlas dostal <rodol@rivalrebels.com>
250 lines
7.9 KiB
Rust
250 lines
7.9 KiB
Rust
//! Renders two cameras to the same window to accomplish "split screen".
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use std::f32::consts::PI;
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use bevy::{
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pbr::CascadeShadowConfigBuilder, prelude::*, render::camera::Viewport, window::WindowResized,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (set_camera_viewports, button_system))
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.run();
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}
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(shape::Plane::from_size(100.0)),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
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..default()
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});
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commands.spawn(SceneBundle {
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scene: asset_server.load("models/animated/Fox.glb#Scene0"),
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..default()
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});
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// Light
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commands.spawn(DirectionalLightBundle {
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transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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directional_light: DirectionalLight {
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illuminance: 1500.0,
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shadows_enabled: true,
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..default()
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},
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cascade_shadow_config: CascadeShadowConfigBuilder {
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num_cascades: 2,
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first_cascade_far_bound: 200.0,
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maximum_distance: 280.0,
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..default()
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}
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.into(),
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..default()
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});
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// Left Camera
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let left_camera = commands
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.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(0.0, 200.0, -100.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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LeftCamera,
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))
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.id();
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// Right Camera
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let right_camera = commands
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.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(100.0, 100., 150.0).looking_at(Vec3::ZERO, Vec3::Y),
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camera: Camera {
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// Renders the right camera after the left camera, which has a default priority of 0
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order: 1,
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// don't clear on the second camera because the first camera already cleared the window
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clear_color: ClearColorConfig::None,
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..default()
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},
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..default()
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},
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RightCamera,
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))
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.id();
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// Set up UI
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commands
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.spawn((
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TargetCamera(left_camera),
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NodeBundle {
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style: Style {
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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..default()
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},
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..default()
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},
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))
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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"Left",
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TextStyle {
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font_size: 20.,
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..default()
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},
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));
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buttons_panel(parent);
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});
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commands
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.spawn((
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TargetCamera(right_camera),
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NodeBundle {
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style: Style {
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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..default()
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},
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..default()
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},
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))
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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"Right",
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TextStyle {
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font_size: 20.,
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..default()
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},
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));
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buttons_panel(parent);
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});
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fn buttons_panel(parent: &mut ChildBuilder) {
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parent
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.spawn(NodeBundle {
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style: Style {
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position_type: PositionType::Absolute,
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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display: Display::Flex,
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flex_direction: FlexDirection::Row,
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justify_content: JustifyContent::SpaceBetween,
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align_items: AlignItems::Center,
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padding: UiRect::all(Val::Px(20.)),
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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rotate_button(parent, "<", Direction::Left);
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rotate_button(parent, ">", Direction::Right);
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});
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}
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fn rotate_button(parent: &mut ChildBuilder, caption: &str, direction: Direction) {
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parent
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.spawn((
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RotateCamera(direction),
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ButtonBundle {
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style: Style {
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width: Val::Px(40.),
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height: Val::Px(40.),
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border: UiRect::all(Val::Px(2.)),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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..default()
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},
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border_color: Color::WHITE.into(),
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background_color: Color::DARK_GRAY.into(),
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..default()
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},
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))
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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caption,
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TextStyle {
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font_size: 20.,
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..default()
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},
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));
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});
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}
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}
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#[derive(Component)]
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struct LeftCamera;
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#[derive(Component)]
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struct RightCamera;
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#[derive(Component)]
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struct RotateCamera(Direction);
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enum Direction {
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Left,
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Right,
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}
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fn set_camera_viewports(
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windows: Query<&Window>,
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mut resize_events: EventReader<WindowResized>,
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mut left_camera: Query<&mut Camera, (With<LeftCamera>, Without<RightCamera>)>,
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mut right_camera: Query<&mut Camera, With<RightCamera>>,
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) {
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// We need to dynamically resize the camera's viewports whenever the window size changes
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// so then each camera always takes up half the screen.
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// A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup.
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for resize_event in resize_events.read() {
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let window = windows.get(resize_event.window).unwrap();
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let mut left_camera = left_camera.single_mut();
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left_camera.viewport = Some(Viewport {
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physical_position: UVec2::new(0, 0),
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physical_size: UVec2::new(
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window.resolution.physical_width() / 2,
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window.resolution.physical_height(),
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),
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..default()
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});
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let mut right_camera = right_camera.single_mut();
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right_camera.viewport = Some(Viewport {
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physical_position: UVec2::new(window.resolution.physical_width() / 2, 0),
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physical_size: UVec2::new(
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window.resolution.physical_width() / 2,
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window.resolution.physical_height(),
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),
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..default()
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});
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}
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}
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#[allow(clippy::type_complexity)]
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fn button_system(
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interaction_query: Query<
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(&Interaction, &TargetCamera, &RotateCamera),
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(Changed<Interaction>, With<Button>),
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>,
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mut camera_query: Query<&mut Transform, With<Camera>>,
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) {
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for (interaction, target_camera, RotateCamera(direction)) in &interaction_query {
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if let Interaction::Pressed = *interaction {
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// Since TargetCamera propagates to the children, we can use it to find
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// which side of the screen the button is on.
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if let Ok(mut camera_transform) = camera_query.get_mut(target_camera.entity()) {
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let angle = match direction {
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Direction::Left => -0.1,
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Direction::Right => 0.1,
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};
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camera_transform.rotate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, angle));
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}
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}
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}
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}
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