mirror of
https://github.com/bevyengine/bevy
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bf6de89622
**Problem** - whenever you want more than one of the builtin cameras (for example multiple windows, split screen, portals), you need to add a render graph node that executes the correct sub graph, extract the camera into the render world and add the correct `RenderPhase<T>` components - querying for the 3d camera is annoying because you need to compare the camera's name to e.g. `CameraPlugin::CAMERA_3d` **Solution** - Introduce the marker types `Camera3d`, `Camera2d` and `CameraUi` -> `Query<&mut Transform, With<Camera3d>>` works - `PerspectiveCameraBundle::new_3d()` and `PerspectiveCameraBundle::<Camera3d>::default()` contain the `Camera3d` marker - `OrthographicCameraBundle::new_3d()` has `Camera3d`, `OrthographicCameraBundle::new_2d()` has `Camera2d` - remove `ActiveCameras`, `ExtractedCameraNames` - run 2d, 3d and ui passes for every camera of their respective marker -> no custom setup for multiple windows example needed **Open questions** - do we need a replacement for `ActiveCameras`? What about a component `ActiveCamera { is_active: bool }` similar to `Visibility`? Co-authored-by: Carter Anderson <mcanders1@gmail.com>
55 lines
1.7 KiB
Rust
55 lines
1.7 KiB
Rust
use bevy::{
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prelude::*,
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render::camera::RenderTarget,
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window::{CreateWindow, PresentMode, WindowId},
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};
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/// This example creates a second window and draws a mesh from two different cameras, one in each window
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_startup_system(create_new_window)
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.run();
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}
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fn create_new_window(mut create_window_events: EventWriter<CreateWindow>, mut commands: Commands) {
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let window_id = WindowId::new();
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// sends out a "CreateWindow" event, which will be received by the windowing backend
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create_window_events.send(CreateWindow {
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id: window_id,
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descriptor: WindowDescriptor {
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width: 800.,
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height: 600.,
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present_mode: PresentMode::Immediate,
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title: "Second window".to_string(),
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..default()
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},
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});
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// second window camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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camera: Camera {
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target: RenderTarget::Window(window_id),
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..default()
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},
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transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// add entities to the world
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commands.spawn_scene(asset_server.load("models/monkey/Monkey.gltf#Scene0"));
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// light
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_xyz(4.0, 5.0, 4.0),
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..default()
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});
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// main camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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