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//! Uses two windows to visualize a 3D model from different angles. | ||
use std::f32::consts::PI; | ||
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use bevy::{ | ||
core_pipeline::clear_color::ClearColorConfig, | ||
prelude::*, | ||
render::{ | ||
camera::RenderTarget, | ||
extract_resource::{ExtractResource, ExtractResourcePlugin}, | ||
render_asset::{PrepareAssetLabel, RenderAssets}, | ||
render_resource::{ | ||
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages, | ||
}, | ||
view::{ExtractedWindows, RenderLayers, WindowSystem}, | ||
RenderApp, RenderStage, | ||
}, | ||
window::{PresentMode, WindowId}, | ||
}; | ||
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#[derive(Clone, Resource)] | ||
struct WindowTexture { | ||
window_id: WindowId, | ||
render_texture: Handle<Image>, | ||
} | ||
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impl ExtractResource for WindowTexture { | ||
type Source = WindowTexture; | ||
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fn extract_resource(source: &WindowTexture) -> Self { | ||
source.clone() | ||
} | ||
} | ||
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fn main() { | ||
let mut app = App::new(); | ||
app.add_plugins(DefaultPlugins) | ||
.add_startup_system(setup) | ||
.add_system(bevy::window::close_on_esc) | ||
.add_plugin(ExtractResourcePlugin::<WindowTexture>::default()); | ||
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) { | ||
render_app.add_system_to_stage( | ||
RenderStage::Prepare, | ||
prepare_window_texture | ||
.after(PrepareAssetLabel::AssetPrepare) | ||
.before(WindowSystem::Prepare), | ||
); | ||
} | ||
app.run(); | ||
} | ||
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fn prepare_window_texture( | ||
window_texture: Res<WindowTexture>, | ||
gpu_images: Res<RenderAssets<Image>>, | ||
mut extracted_windows: ResMut<ExtractedWindows>, | ||
) { | ||
if let Some(window) = extracted_windows.get_mut(&window_texture.window_id) { | ||
window.swap_chain_texture = Some( | ||
gpu_images | ||
.get(&window_texture.render_texture) | ||
.unwrap() | ||
.texture_view | ||
.clone(), | ||
); | ||
} | ||
} | ||
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fn setup( | ||
mut commands: Commands, | ||
mut meshes: ResMut<Assets<Mesh>>, | ||
mut materials: ResMut<Assets<StandardMaterial>>, | ||
mut images: ResMut<Assets<Image>>, | ||
mut windows: ResMut<Windows>, | ||
) { | ||
let window_id = WindowId::new(); | ||
windows.add(Window::new_virtual( | ||
window_id, | ||
&WindowDescriptor { | ||
width: 800., | ||
height: 600., | ||
present_mode: PresentMode::AutoNoVsync, | ||
title: "Second window".to_string(), | ||
..default() | ||
}, | ||
800, | ||
600, | ||
1.0, | ||
None, | ||
)); | ||
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let size = Extent3d { | ||
width: 800, | ||
height: 600, | ||
..default() | ||
}; | ||
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// This is the texture that will be rendered to. | ||
let mut image = Image { | ||
texture_descriptor: TextureDescriptor { | ||
label: None, | ||
size, | ||
dimension: TextureDimension::D2, | ||
format: TextureFormat::Bgra8UnormSrgb, | ||
mip_level_count: 1, | ||
sample_count: 1, | ||
usage: TextureUsages::TEXTURE_BINDING | ||
| TextureUsages::COPY_DST | ||
| TextureUsages::RENDER_ATTACHMENT, | ||
}, | ||
..default() | ||
}; | ||
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// fill image.data with zeroes | ||
image.resize(size); | ||
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let image_handle = images.add(image); | ||
commands.insert_resource(WindowTexture { | ||
window_id, | ||
render_texture: image_handle.clone(), | ||
}); | ||
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let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 4.0 })); | ||
let cube_material_handle = materials.add(StandardMaterial { | ||
base_color: Color::rgb(0.8, 0.7, 0.6), | ||
reflectance: 0.02, | ||
unlit: false, | ||
..default() | ||
}); | ||
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// This specifies the layer used for the first pass, which will be attached to the first pass camera and cube. | ||
let first_pass_layer = RenderLayers::layer(1); | ||
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// The cube that will be rendered to the texture. | ||
commands.spawn(( | ||
PbrBundle { | ||
mesh: cube_handle, | ||
material: cube_material_handle, | ||
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)), | ||
..default() | ||
}, | ||
first_pass_layer, | ||
)); | ||
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// Light | ||
// NOTE: Currently lights are shared between passes - see https://github.com/bevyengine/bevy/issues/3462 | ||
commands.spawn(PointLightBundle { | ||
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)), | ||
..default() | ||
}); | ||
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commands.spawn(( | ||
Camera3dBundle { | ||
camera_3d: Camera3d { | ||
clear_color: ClearColorConfig::Custom(Color::WHITE), | ||
..default() | ||
}, | ||
camera: Camera { | ||
// render before the "main pass" camera | ||
priority: -1, | ||
target: RenderTarget::Image(image_handle.clone()), | ||
..default() | ||
}, | ||
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0)) | ||
.looking_at(Vec3::ZERO, Vec3::Y), | ||
..default() | ||
}, | ||
first_pass_layer, | ||
)); | ||
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let cube_size = 4.0; | ||
let cube_handle = meshes.add(Mesh::from(shape::Box::new(cube_size, cube_size, cube_size))); | ||
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// This material has the texture that has been rendered. | ||
let material_handle = materials.add(StandardMaterial { | ||
base_color_texture: Some(image_handle), | ||
reflectance: 0.02, | ||
unlit: false, | ||
..default() | ||
}); | ||
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// Main pass cube, with material containing the rendered first pass texture. | ||
commands.spawn(PbrBundle { | ||
mesh: cube_handle, | ||
material: material_handle, | ||
transform: Transform::from_xyz(0.0, 0.0, 1.5) | ||
.with_rotation(Quat::from_rotation_x(-PI / 5.0)), | ||
..default() | ||
}); | ||
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// The main pass camera. | ||
commands.spawn(Camera3dBundle { | ||
transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y), | ||
..default() | ||
}); | ||
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let window_id = WindowId::new(); | ||
windows.add(Window::new_virtual( | ||
window_id, | ||
&WindowDescriptor { | ||
width: 800., | ||
height: 600., | ||
present_mode: PresentMode::AutoNoVsync, | ||
title: "Second window".to_string(), | ||
..default() | ||
}, | ||
800, | ||
600, | ||
1.0, | ||
None, | ||
)); | ||
} |