bevy/examples/window/multiple_windows.rs
François 814f8d1635 update wgpu to 0.13 (#5168)
# Objective

- Update wgpu to 0.13
- ~~Wait, is wgpu 0.13 released? No, but I had most of the changes already ready since playing with webgpu~~ well it has been released now
- Also update parking_lot to 0.12 and naga to 0.9

## Solution

- Update syntax for wgsl shaders https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#wgsl-syntax
- Add a few options, remove some references: https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#other-breaking-changes
- fragment inputs should now exactly match vertex outputs for locations, so I added exports for those to be able to reuse them https://github.com/gfx-rs/wgpu/pull/2704
2022-07-14 21:17:16 +00:00

61 lines
1.7 KiB
Rust

//! Uses two windows to visualize a 3D model from different angles.
use bevy::{
prelude::*,
render::camera::RenderTarget,
window::{CreateWindow, PresentMode, WindowId},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(bevy::window::close_on_esc)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut create_window_events: EventWriter<CreateWindow>,
) {
// add entities to the world
commands.spawn_bundle(SceneBundle {
scene: asset_server.load("models/monkey/Monkey.gltf#Scene0"),
..default()
});
// light
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_xyz(4.0, 5.0, 4.0),
..default()
});
// main camera
commands.spawn_bundle(Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
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.,
present_mode: PresentMode::AutoNoVsync,
title: "Second window".to_string(),
..default()
},
});
// second window camera
commands.spawn_bundle(Camera3dBundle {
transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
camera: Camera {
target: RenderTarget::Window(window_id),
..default()
},
..default()
});
}