mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 22:20:20 +00:00
b6a647cc01
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`. ```rust use bevy::prelude::*; #[derive(Default)] struct Foo { bar: usize, baz: usize, } // Normally you would do this: let foo = Foo { bar: 10, ..Default::default() }; // But now you can do this: let foo = Foo { bar: 10, ..default() }; ``` The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
111 lines
3.7 KiB
Rust
111 lines
3.7 KiB
Rust
use bevy::{
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core_pipeline::{draw_3d_graph, node, AlphaMask3d, Opaque3d, Transparent3d},
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prelude::*,
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render::{
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camera::{ActiveCameras, ExtractedCameraNames, RenderTarget},
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render_graph::{Node, NodeRunError, RenderGraph, RenderGraphContext, SlotValue},
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render_phase::RenderPhase,
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renderer::RenderContext,
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RenderApp, RenderStage,
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},
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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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let mut app = App::new();
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app.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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let render_app = app.sub_app_mut(RenderApp);
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render_app.add_system_to_stage(RenderStage::Extract, extract_secondary_camera_phases);
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let mut graph = render_app.world.resource_mut::<RenderGraph>();
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graph.add_node(SECONDARY_PASS_DRIVER, SecondaryCameraDriver);
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graph
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.add_node_edge(node::MAIN_PASS_DEPENDENCIES, SECONDARY_PASS_DRIVER)
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.unwrap();
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app.run();
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}
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fn extract_secondary_camera_phases(mut commands: Commands, active_cameras: Res<ActiveCameras>) {
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if let Some(secondary) = active_cameras.get(SECONDARY_CAMERA_NAME) {
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if let Some(entity) = secondary.entity {
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commands.get_or_spawn(entity).insert_bundle((
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RenderPhase::<Opaque3d>::default(),
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RenderPhase::<AlphaMask3d>::default(),
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RenderPhase::<Transparent3d>::default(),
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));
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}
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}
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}
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const SECONDARY_CAMERA_NAME: &str = "Secondary";
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const SECONDARY_PASS_DRIVER: &str = "secondary_pass_driver";
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fn create_new_window(
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mut create_window_events: EventWriter<CreateWindow>,
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mut commands: Commands,
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mut active_cameras: ResMut<ActiveCameras>,
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) {
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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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name: Some(SECONDARY_CAMERA_NAME.into()),
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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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active_cameras.add(SECONDARY_CAMERA_NAME);
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}
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struct SecondaryCameraDriver;
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impl Node for SecondaryCameraDriver {
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fn run(
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&self,
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graph: &mut RenderGraphContext,
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_render_context: &mut RenderContext,
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world: &World,
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) -> Result<(), NodeRunError> {
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let extracted_cameras = world.resource::<ExtractedCameraNames>();
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if let Some(camera_3d) = extracted_cameras.entities.get(SECONDARY_CAMERA_NAME) {
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graph.run_sub_graph(
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crate::draw_3d_graph::NAME,
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vec![SlotValue::Entity(*camera_3d)],
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)?;
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}
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Ok(())
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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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