mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 06:30:19 +00:00
814f8d1635
# 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
61 lines
1.7 KiB
Rust
61 lines
1.7 KiB
Rust
//! Uses two windows to visualize a 3D model from different angles.
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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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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_system(bevy::window::close_on_esc)
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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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asset_server: Res<AssetServer>,
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mut create_window_events: EventWriter<CreateWindow>,
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) {
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// add entities to the world
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commands.spawn_bundle(SceneBundle {
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scene: asset_server.load("models/monkey/Monkey.gltf#Scene0"),
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..default()
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});
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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(Camera3dBundle {
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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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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::AutoNoVsync,
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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(Camera3dBundle {
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transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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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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..default()
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});
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}
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