bevy/examples/3d/split_screen.rs
Carter Anderson dcc03724a5 Base Sets (#7466)
# Objective

NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267.

"Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365).

## Solution

This adds "base sets" as a variant of `SystemSet`:

A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive:

```rust
#[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)]
#[system_set(base)]
enum MyBaseSet {
  A,
  B,
}
``` 

**Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. 

**Base sets cannot belong to other sets**: this is where the word "base" comes from

Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set.

```rust
app.add_system(foo.in_base_set(MyBaseSet::A))
       // X must be a normal set ... base sets cannot be added to base sets
       .configure_set(X.in_base_set(MyBaseSet::A))
```

Base sets can still be configured like normal sets:

```rust
app.add_system(MyBaseSet::B.after(MyBaseSet::Ap))
``` 

The primary use case for base sets is enabling a "default base set":

```rust
schedule.set_default_base_set(CoreSet::Update)
  // this will belong to CoreSet::Update by default
  .add_system(foo)
  // this will override the default base set with PostUpdate
  .add_system(bar.in_base_set(CoreSet::PostUpdate))
```

This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides.

---

## Changelog

- Added "base sets" and ported CoreSet to use them.

## Migration Guide

TODO
2023-02-06 03:10:08 +00:00

120 lines
3.7 KiB
Rust

//! Renders two cameras to the same window to accomplish "split screen".
use std::f32::consts::PI;
use bevy::{
core_pipeline::clear_color::ClearColorConfig, pbr::CascadeShadowConfigBuilder, prelude::*,
render::camera::Viewport, window::WindowResized,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(set_camera_viewports)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 100.0 })),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
commands.spawn(SceneBundle {
scene: asset_server.load("models/animated/Fox.glb#Scene0"),
..default()
});
// Light
commands.spawn(DirectionalLightBundle {
transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
cascade_shadow_config: CascadeShadowConfigBuilder {
num_cascades: 2,
first_cascade_far_bound: 200.0,
maximum_distance: 280.0,
..default()
}
.into(),
..default()
});
// Left Camera
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(0.0, 200.0, -100.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
LeftCamera,
));
// Right Camera
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(100.0, 100., 150.0).looking_at(Vec3::ZERO, Vec3::Y),
camera: Camera {
// Renders the right camera after the left camera, which has a default priority of 0
order: 1,
..default()
},
camera_3d: Camera3d {
// don't clear on the second camera because the first camera already cleared the window
clear_color: ClearColorConfig::None,
..default()
},
..default()
},
RightCamera,
));
}
#[derive(Component)]
struct LeftCamera;
#[derive(Component)]
struct RightCamera;
fn set_camera_viewports(
windows: Query<&Window>,
mut resize_events: EventReader<WindowResized>,
mut left_camera: Query<&mut Camera, (With<LeftCamera>, Without<RightCamera>)>,
mut right_camera: Query<&mut Camera, With<RightCamera>>,
) {
// We need to dynamically resize the camera's viewports whenever the window size changes
// so then each camera always takes up half the screen.
// A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup.
for resize_event in resize_events.iter() {
let window = windows.get(resize_event.window).unwrap();
let mut left_camera = left_camera.single_mut();
left_camera.viewport = Some(Viewport {
physical_position: UVec2::new(0, 0),
physical_size: UVec2::new(
window.resolution.physical_width() / 2,
window.resolution.physical_height(),
),
..default()
});
let mut right_camera = right_camera.single_mut();
right_camera.viewport = Some(Viewport {
physical_position: UVec2::new(window.resolution.physical_width() / 2, 0),
physical_size: UVec2::new(
window.resolution.physical_width() / 2,
window.resolution.physical_height(),
),
..default()
});
}
}