bevy/examples/window/multiple_windows.rs
Jonas Matser 5c4f3554f9 Rename Light => PointLight and remove unused properties (#1778)
After an inquiry on Reddit about support for Directional Lights and the unused properties on Light, I wanted to clean it up, to hopefully make it ever so slightly more clear for anyone wanting to add additional light types.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-13 02:21:24 +00:00

211 lines
6.4 KiB
Rust

use bevy::{
prelude::*,
render::{
camera::{ActiveCameras, Camera},
pass::*,
render_graph::{
base::MainPass, CameraNode, PassNode, RenderGraph, WindowSwapChainNode,
WindowTextureNode,
},
texture::{Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsage},
},
window::{CreateWindow, WindowDescriptor, WindowId},
};
/// This example creates a second window and draws a mesh from two different cameras.
fn main() {
App::build()
.insert_resource(Msaa { samples: 4 })
.add_state(AppState::CreateWindow)
.add_plugins(DefaultPlugins)
.add_system_set(
SystemSet::on_update(AppState::CreateWindow).with_system(setup_window.system()),
)
.add_system_set(SystemSet::on_update(AppState::Setup).with_system(setup_pipeline.system()))
.run();
}
// NOTE: this "state based" approach to multiple windows is a short term workaround.
// Future Bevy releases shouldn't require such a strict order of operations.
#[derive(Debug, Clone, Eq, PartialEq, Hash)]
enum AppState {
CreateWindow,
Setup,
Done,
}
fn setup_window(
mut app_state: ResMut<State<AppState>>,
mut create_window_events: EventWriter<CreateWindow>,
) {
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.,
vsync: false,
title: "second window".to_string(),
..Default::default()
},
});
app_state.set(AppState::Setup).unwrap();
}
fn setup_pipeline(
mut commands: Commands,
windows: Res<Windows>,
mut active_cameras: ResMut<ActiveCameras>,
mut render_graph: ResMut<RenderGraph>,
asset_server: Res<AssetServer>,
msaa: Res<Msaa>,
mut app_state: ResMut<State<AppState>>,
) {
// get the non-default window id
let window_id = windows
.iter()
.find(|w| w.id() != WindowId::default())
.map(|w| w.id());
let window_id = match window_id {
Some(window_id) => window_id,
None => return,
};
// here we setup our render graph to draw our second camera to the new window's swap chain
// add a swapchain node for our new window
render_graph.add_node(
"second_window_swap_chain",
WindowSwapChainNode::new(window_id),
);
// add a new depth texture node for our new window
render_graph.add_node(
"second_window_depth_texture",
WindowTextureNode::new(
window_id,
TextureDescriptor {
format: TextureFormat::Depth32Float,
usage: TextureUsage::OUTPUT_ATTACHMENT,
sample_count: msaa.samples,
..Default::default()
},
),
);
// add a new camera node for our new window
render_graph.add_system_node("secondary_camera", CameraNode::new("Secondary"));
// add a new render pass for our new window / camera
let mut second_window_pass = PassNode::<&MainPass>::new(PassDescriptor {
color_attachments: vec![msaa.color_attachment_descriptor(
TextureAttachment::Input("color_attachment".to_string()),
TextureAttachment::Input("color_resolve_target".to_string()),
Operations {
load: LoadOp::Clear(Color::rgb(0.5, 0.5, 0.8)),
store: true,
},
)],
depth_stencil_attachment: Some(RenderPassDepthStencilAttachmentDescriptor {
attachment: TextureAttachment::Input("depth".to_string()),
depth_ops: Some(Operations {
load: LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}),
sample_count: msaa.samples,
});
second_window_pass.add_camera("Secondary");
active_cameras.add("Secondary");
render_graph.add_node("second_window_pass", second_window_pass);
render_graph
.add_slot_edge(
"second_window_swap_chain",
WindowSwapChainNode::OUT_TEXTURE,
"second_window_pass",
if msaa.samples > 1 {
"color_resolve_target"
} else {
"color_attachment"
},
)
.unwrap();
render_graph
.add_slot_edge(
"second_window_depth_texture",
WindowTextureNode::OUT_TEXTURE,
"second_window_pass",
"depth",
)
.unwrap();
render_graph
.add_node_edge("secondary_camera", "second_window_pass")
.unwrap();
if msaa.samples > 1 {
render_graph.add_node(
"second_multi_sampled_color_attachment",
WindowTextureNode::new(
window_id,
TextureDescriptor {
size: Extent3d {
depth: 1,
width: 1,
height: 1,
},
mip_level_count: 1,
sample_count: msaa.samples,
dimension: TextureDimension::D2,
format: TextureFormat::default(),
usage: TextureUsage::OUTPUT_ATTACHMENT,
},
),
);
render_graph
.add_slot_edge(
"second_multi_sampled_color_attachment",
WindowSwapChainNode::OUT_TEXTURE,
"second_window_pass",
"color_attachment",
)
.unwrap();
}
// SETUP SCENE
// add entities to the world
commands.spawn_scene(asset_server.load("models/monkey/Monkey.gltf#Scene0"));
// light
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_xyz(4.0, 5.0, 4.0),
..Default::default()
});
// main camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
});
// second window camera
commands.spawn_bundle(PerspectiveCameraBundle {
camera: Camera {
name: Some("Secondary".to_string()),
window: window_id,
..Default::default()
},
transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
});
app_state.set(AppState::Done).unwrap();
}