mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
180 lines
5.6 KiB
Rust
180 lines
5.6 KiB
Rust
use bevy::{
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prelude::*,
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render::{
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camera::{ActiveCameras, Camera},
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pass::*,
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render_graph::{
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base::MainPass, CameraNode, PassNode, RenderGraph, WindowSwapChainNode,
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WindowTextureNode,
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},
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texture::{Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsage},
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},
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window::{CreateWindow, WindowDescriptor, WindowId},
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};
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/// This example creates a second window and draws a mesh from two different cameras.
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fn main() {
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App::build()
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.add_resource(Msaa { samples: 4 })
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.add_default_plugins()
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.add_startup_system(setup.system())
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.run();
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}
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fn setup(
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mut commands: Commands,
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mut create_window_events: ResMut<Events<CreateWindow>>,
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mut active_cameras: ResMut<ActiveCameras>,
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mut render_graph: ResMut<RenderGraph>,
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asset_server: Res<AssetServer>,
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msaa: Res<Msaa>,
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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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vsync: false,
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title: "second window".to_string(),
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..Default::default()
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},
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});
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// here we setup our render graph to draw our second camera to the new window's swap chain
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// add a swapchain node for our new window
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render_graph.add_node(
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"second_window_swap_chain",
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WindowSwapChainNode::new(window_id),
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);
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// add a new depth texture node for our new window
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render_graph.add_node(
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"second_window_depth_texture",
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WindowTextureNode::new(
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window_id,
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TextureDescriptor {
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format: TextureFormat::Depth32Float,
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usage: TextureUsage::OUTPUT_ATTACHMENT,
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sample_count: msaa.samples,
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..Default::default()
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},
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),
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);
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// add a new camera node for our new window
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render_graph.add_system_node("secondary_camera", CameraNode::new("Secondary"));
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// add a new render pass for our new window / camera
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let mut second_window_pass = PassNode::<&MainPass>::new(PassDescriptor {
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color_attachments: vec![msaa.color_attachment_descriptor(
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TextureAttachment::Input("color_attachment".to_string()),
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TextureAttachment::Input("color_resolve_target".to_string()),
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Operations {
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load: LoadOp::Clear(Color::rgb(0.5, 0.5, 0.8)),
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store: true,
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},
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)],
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depth_stencil_attachment: Some(RenderPassDepthStencilAttachmentDescriptor {
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attachment: TextureAttachment::Input("depth".to_string()),
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depth_ops: Some(Operations {
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load: LoadOp::Clear(1.0),
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store: true,
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}),
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stencil_ops: None,
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}),
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sample_count: msaa.samples,
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});
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second_window_pass.add_camera("Secondary");
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active_cameras.add("Secondary");
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render_graph.add_node("second_window_pass", second_window_pass);
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render_graph
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.add_slot_edge(
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"second_window_swap_chain",
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WindowSwapChainNode::OUT_TEXTURE,
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"second_window_pass",
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if msaa.samples > 1 {
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"color_resolve_target"
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} else {
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"color_attachment"
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},
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)
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.unwrap();
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render_graph
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.add_slot_edge(
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"second_window_depth_texture",
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WindowTextureNode::OUT_TEXTURE,
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"second_window_pass",
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"depth",
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)
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.unwrap();
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render_graph
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.add_node_edge("secondary_camera", "second_window_pass")
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.unwrap();
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if msaa.samples > 1 {
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render_graph.add_node(
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"second_multi_sampled_color_attachment",
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WindowTextureNode::new(
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window_id,
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TextureDescriptor {
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size: Extent3d {
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depth: 1,
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width: 1,
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height: 1,
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},
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mip_level_count: 1,
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sample_count: msaa.samples,
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dimension: TextureDimension::D2,
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format: TextureFormat::default(),
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usage: TextureUsage::OUTPUT_ATTACHMENT,
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},
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),
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);
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render_graph
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.add_slot_edge(
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"second_multi_sampled_color_attachment",
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WindowSwapChainNode::OUT_TEXTURE,
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"second_window_pass",
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"color_attachment",
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)
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.unwrap();
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}
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// SETUP SCENE
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// add entities to the world
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commands
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.spawn_scene(asset_server.load("models/monkey/Monkey.gltf"))
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// light
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.spawn(LightComponents {
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transform: Transform::from_translation(Vec3::new(4.0, 5.0, 4.0)),
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..Default::default()
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})
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// main camera
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.spawn(Camera3dComponents {
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 6.0))
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.looking_at(Vec3::default(), Vec3::unit_y()),
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..Default::default()
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})
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// second window camera
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.spawn(Camera3dComponents {
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camera: Camera {
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name: Some("Secondary".to_string()),
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window: window_id,
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..Default::default()
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},
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transform: Transform::from_translation(Vec3::new(6.0, 0.0, 0.0))
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.looking_at(Vec3::default(), Vec3::unit_y()),
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..Default::default()
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});
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}
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