mirror of
https://github.com/bevyengine/bevy
synced 2024-11-27 07:00:18 +00:00
165 lines
5 KiB
Rust
165 lines
5 KiB
Rust
use bevy::{
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prelude::*,
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render::{
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pass::{
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LoadOp, PassDescriptor, RenderPassColorAttachmentDescriptor,
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RenderPassDepthStencilAttachmentDescriptor, StoreOp, TextureAttachment,
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},
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texture::{TextureDescriptor, TextureFormat, TextureUsage},
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ActiveCameras,
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},
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window::{CreateWindow, WindowId, WindowReference},
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};
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fn main() {
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App::build()
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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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mut materials: ResMut<Assets<StandardMaterial>>,
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asset_server: Res<AssetServer>,
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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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},
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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(WindowReference::Id(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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WindowReference::Id(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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..Default::default()
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},
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),
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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_system_node("secondary_camera", CameraNode::new("Secondary"));
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// add a new render pass for our new camera
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let mut second_window_pass = PassNode::new(PassDescriptor {
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color_attachments: vec![RenderPassColorAttachmentDescriptor {
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attachment: TextureAttachment::Input("color".to_string()),
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resolve_target: None,
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load_op: LoadOp::Clear,
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store_op: StoreOp::Store,
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clear_color: Color::rgb(0.1, 0.1, 0.1),
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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_load_op: LoadOp::Clear,
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depth_store_op: StoreOp::Store,
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stencil_load_op: LoadOp::Clear,
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stencil_store_op: StoreOp::Store,
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stencil_read_only: false,
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depth_read_only: false,
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clear_depth: 1.0,
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clear_stencil: 0,
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}),
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sample_count: 1,
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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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"color",
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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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// SETUP SCENE
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// load the mesh
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let mesh_handle = asset_server
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.load("assets/models/monkey/Monkey.gltf")
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.unwrap();
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// create a material for the mesh
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let material_handle = materials.add(StandardMaterial {
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albedo: Color::rgb(0.5, 0.4, 0.3),
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..Default::default()
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});
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// add entities to the world
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commands
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// mesh
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.spawn(PbrComponents {
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mesh: mesh_handle,
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material: material_handle,
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..Default::default()
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})
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// light
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.spawn(LightComponents {
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translation: Translation::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(PerspectiveCameraComponents {
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transform: Transform::new_sync_disabled(Mat4::face_toward(
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Vec3::new(0.0, 0.0, 6.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 1.0, 0.0),
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)),
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..Default::default()
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})
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// second window camera
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.spawn(PerspectiveCameraComponents {
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camera: Camera {
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name: Some("Secondary".to_string()),
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window: WindowReference::Id(window_id),
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..Default::default()
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},
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transform: Transform::new_sync_disabled(Mat4::face_toward(
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Vec3::new(6.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 1.0, 0.0),
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)),
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..Default::default()
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});
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}
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