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| 1 | +//! Test rendering of many cameras and lights |
| 2 | +
|
| 3 | +use std::f32::consts::PI; |
| 4 | + |
| 5 | +use bevy::prelude::*; |
| 6 | +use bevy_render::camera::Viewport; |
| 7 | + |
| 8 | +fn main() { |
| 9 | + App::new() |
| 10 | + .add_plugins(DefaultPlugins) |
| 11 | + .add_systems(Startup, setup) |
| 12 | + .add_systems(Update, rotate_cameras) |
| 13 | + .run(); |
| 14 | +} |
| 15 | + |
| 16 | +const CAMERA_ROWS: usize = 4; |
| 17 | +const CAMERA_COLS: usize = 4; |
| 18 | +const NUM_LIGHTS: usize = 5; |
| 19 | + |
| 20 | +/// set up a simple 3D scene |
| 21 | +fn setup( |
| 22 | + mut commands: Commands, |
| 23 | + mut meshes: ResMut<Assets<Mesh>>, |
| 24 | + mut materials: ResMut<Assets<StandardMaterial>>, |
| 25 | + window: Query<&Window>, |
| 26 | +) { |
| 27 | + // circular base |
| 28 | + commands.spawn(PbrBundle { |
| 29 | + mesh: meshes.add(Circle::new(4.0)), |
| 30 | + material: materials.add(Color::WHITE), |
| 31 | + transform: Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)), |
| 32 | + ..default() |
| 33 | + }); |
| 34 | + |
| 35 | + // cube |
| 36 | + commands.spawn(PbrBundle { |
| 37 | + mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)), |
| 38 | + material: materials.add(Color::WHITE), |
| 39 | + transform: Transform::from_xyz(0.0, 0.5, 0.0), |
| 40 | + ..default() |
| 41 | + }); |
| 42 | + |
| 43 | + // lights |
| 44 | + for i in 0..NUM_LIGHTS { |
| 45 | + let angle = (i as f32) / (NUM_LIGHTS as f32) * PI * 2.0; |
| 46 | + commands.spawn(PointLightBundle { |
| 47 | + point_light: PointLight { |
| 48 | + color: Color::hsv(angle.to_degrees(), 1.0, 1.0), |
| 49 | + intensity: 2_000_000.0 / NUM_LIGHTS as f32, |
| 50 | + shadows_enabled: true, |
| 51 | + ..default() |
| 52 | + }, |
| 53 | + transform: Transform::from_xyz(angle.sin() * 4.0, 2.0, angle.cos() * 4.0), |
| 54 | + ..default() |
| 55 | + }); |
| 56 | + } |
| 57 | + |
| 58 | + // cameras |
| 59 | + let window = window.single(); |
| 60 | + let width = window.resolution.width() / CAMERA_COLS as f32 * window.resolution.scale_factor(); |
| 61 | + let height = window.resolution.height() / CAMERA_ROWS as f32 * window.resolution.scale_factor(); |
| 62 | + let mut i = 0; |
| 63 | + for y in 0..CAMERA_COLS { |
| 64 | + for x in 0..CAMERA_ROWS { |
| 65 | + let angle = i as f32 / (CAMERA_ROWS * CAMERA_COLS) as f32 * PI * 2.0; |
| 66 | + commands.spawn(Camera3dBundle { |
| 67 | + transform: Transform::from_xyz(angle.sin() * 4.0, 2.5, angle.cos() * 4.0) |
| 68 | + .looking_at(Vec3::ZERO, Vec3::Y), |
| 69 | + camera: Camera { |
| 70 | + viewport: Some(Viewport { |
| 71 | + physical_position: UVec2::new( |
| 72 | + (x as f32 * width) as u32, |
| 73 | + (y as f32 * height) as u32, |
| 74 | + ), |
| 75 | + physical_size: UVec2::new(width as u32, height as u32), |
| 76 | + ..default() |
| 77 | + }), |
| 78 | + order: i, |
| 79 | + ..default() |
| 80 | + }, |
| 81 | + ..default() |
| 82 | + }); |
| 83 | + i += 1; |
| 84 | + } |
| 85 | + } |
| 86 | +} |
| 87 | + |
| 88 | +fn rotate_cameras(time: Res<Time>, mut query: Query<&mut Transform, With<Camera>>) { |
| 89 | + for mut transform in query.iter_mut() { |
| 90 | + transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(time.delta_seconds())); |
| 91 | + } |
| 92 | +} |
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