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Tero Laxström 2025-07-13 12:38:39 +02:00 committed by GitHub
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@ -3723,6 +3723,17 @@ description = "Demonstrates creating multiple windows, and rendering to them"
category = "Window"
wasm = false
[[example]]
name = "multi_window_camera_ui"
path = "examples/window/multi_window_camera_ui.rs"
doc-scrape-examples = true
[package.metadata.example.multi_window_camera_ui]
name = "Multi-Window Camera UI"
description = "Demonstrates creating multiple windows with multiple cameras with different UIs"
category = "Window"
wasm = false
[[example]]
name = "scale_factor_override"
path = "examples/window/scale_factor_override.rs"

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@ -600,6 +600,7 @@ Example | Description
[Custom User Event](../examples/window/custom_user_event.rs) | Handles custom user events within the event loop
[Low Power](../examples/window/low_power.rs) | Demonstrates settings to reduce power use for bevy applications
[Monitor info](../examples/window/monitor_info.rs) | Displays information about available monitors (displays).
[Multi-Window Camera UI](../examples/window/multi_window_camera_ui.rs) | Demonstrates creating multiple windows with multiple cameras with different UIs
[Multiple Windows](../examples/window/multiple_windows.rs) | Demonstrates creating multiple windows, and rendering to them
[Scale Factor Override](../examples/window/scale_factor_override.rs) | Illustrates how to customize the default window settings
[Screenshot](../examples/window/screenshot.rs) | Shows how to save screenshots to disk

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@ -0,0 +1,430 @@
//! Uses two windows to test bunch of things for 2 cameras.
use bevy::color::palettes::css::{DARK_BLUE, DEEP_SKY_BLUE, LIGHT_SKY_BLUE, YELLOW};
use bevy::{
prelude::*, reflect::TypePath, render::camera::RenderTarget, render::render_resource::*,
window::WindowRef,
};
/// This example uses a shader source file from the assets subdirectory
const SHADER_ASSET_PATH: &str = "shaders/custom_ui_material.wgsl";
fn main() {
App::new()
// By default, a primary window gets spawned by `WindowPlugin`, contained in `DefaultPlugins`
.add_plugins(DefaultPlugins)
.add_plugins(UiMaterialPlugin::<CustomUiMaterial>::default())
.add_plugins(UiMaterialPlugin::<CustomUiMaterial2>::default())
.add_systems(Startup, setup_scene)
.run();
}
fn setup_scene(
mut commands: Commands,
mut ui_materials: ResMut<Assets<CustomUiMaterial>>,
mut ui_materials2: ResMut<Assets<CustomUiMaterial2>>,
asset_server: Res<AssetServer>,
) {
let image = asset_server.load("textures/fantasy_ui_borders/panel-border-010.png");
let slicer = TextureSlicer {
border: BorderRect::all(22.0),
center_scale_mode: SliceScaleMode::Stretch,
sides_scale_mode: SliceScaleMode::Stretch,
max_corner_scale: 1.0,
};
// add entities to the world
commands.spawn(SceneRoot(
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/torus/torus.gltf")),
));
// light
commands.spawn((
DirectionalLight::default(),
Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
));
let first_window_camera = commands
.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
))
.id();
// Spawn a second window
let second_window = commands
.spawn(Window {
title: "Second window".to_owned(),
..default()
})
.id();
let second_window_camera = commands
.spawn((
Camera3d::default(),
Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
Camera {
target: RenderTarget::Window(WindowRef::Entity(second_window)),
..default()
},
))
.id();
let example_nodes = [
(1., BorderRadius::all(Val::Px(20.))),
(2., BorderRadius::MAX),
(3., BorderRadius::all(Val::Px(20.))),
(4., BorderRadius::MAX),
(5., BorderRadius::all(Val::Px(20.))),
];
// First window
commands
.spawn((
Node {
flex_direction: FlexDirection::RowReverse,
align_items: AlignItems::Center,
justify_content: JustifyContent::SpaceEvenly,
width: Val::Percent(100.),
height: Val::Percent(11.),
..default()
},
BackgroundColor(Color::srgb(0.25, 0.25, 0.25)),
// Since we are using multiple cameras, we need to specify which camera UI should be rendered to
UiTargetCamera(first_window_camera),
))
.with_children(|commands| {
for (blur, border_radius) in example_nodes {
commands.spawn(box_shadow_node_bundle(blur, border_radius));
}
});
let first_font_handle = asset_server.load("fonts/FiraSans-Bold.ttf");
commands
.spawn((
Node {
position_type: PositionType::Absolute,
bottom: Val::ZERO,
left: Val::Px(200.),
width: Val::Px(100.),
..default()
},
BackgroundColor(Color::from(DEEP_SKY_BLUE)),
UiTargetCamera(first_window_camera),
))
.with_children(|command| {
command.spawn((
Text::new("First window"),
TextFont {
font: first_font_handle.clone(),
font_size: 50.0,
..default()
},
TextColor(YELLOW.into()),
));
});
commands
.spawn((
Node {
position_type: PositionType::Absolute,
bottom: Val::ZERO,
left: Val::Px(500.),
width: Val::Px(100.),
overflow: Overflow::hidden(),
..default()
},
BackgroundColor(Color::from(DEEP_SKY_BLUE)),
UiTargetCamera(first_window_camera),
))
.with_children(|command| {
command.spawn((
Text::new("xxxxxxx"),
TextFont {
font: first_font_handle.clone(),
font_size: 50.0,
..default()
},
TextColor(YELLOW.into()),
));
});
commands
.spawn((
Node {
left: Val::ZERO,
top: Val::ZERO,
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Start,
justify_content: JustifyContent::Start,
..default()
},
UiTargetCamera(first_window_camera),
))
.with_children(|parent| {
let banner_scale_factor = 0.2;
parent.spawn((
Node {
position_type: PositionType::Absolute,
left: Val::Px(100.0),
top: Val::Px(100.0),
width: Val::Px(905.0 * banner_scale_factor),
height: Val::Px(363.0 * banner_scale_factor),
border: UiRect::all(Val::Px(10.)),
..default()
},
MaterialNode(ui_materials.add(CustomUiMaterial {
color: LinearRgba::BLUE.to_f32_array().into(),
slider: Vec4::splat(1.0),
color_texture: asset_server.load("branding/banner.png"),
border_color: LinearRgba::WHITE.to_f32_array().into(),
})),
BorderRadius::all(Val::Px(10.)),
// UI material nodes can have outlines and shadows like any other UI node
Outline {
width: Val::Px(2.),
offset: Val::Px(10.),
color: DARK_BLUE.into(),
},
));
parent
.spawn((
Button,
ImageNode {
image: image.clone(),
image_mode: NodeImageMode::Sliced(slicer.clone()),
..default()
},
Node {
left: Val::Px(100.0),
top: Val::Px(200.0),
width: Val::Px(150.0),
height: Val::Px(200.0),
// horizontally center child text
justify_content: JustifyContent::Center,
// vertically center child text
align_items: AlignItems::Center,
margin: UiRect::all(Val::Px(20.0)),
..default()
},
))
.with_child((
Text::new("Button"),
TextFont {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 33.0,
..default()
},
TextColor(Color::srgb(0.9, 0.9, 0.9)),
));
});
// Second window
commands
.spawn((
Node {
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
justify_content: JustifyContent::SpaceEvenly,
width: Val::Percent(7.),
height: Val::Percent(100.),
..default()
},
BackgroundColor(Color::srgb(0.25, 0.25, 0.25)),
// Since we are using multiple cameras, we need to specify which camera UI should be rendered to
UiTargetCamera(second_window_camera),
))
.with_children(|commands| {
for (blur, border_radius) in example_nodes {
commands.spawn(box_shadow_node_bundle(blur, border_radius));
}
});
let second_font_handle = asset_server.load("fonts/FiraMono-Medium.ttf");
commands
.spawn((
Node {
position_type: PositionType::Absolute,
bottom: Val::ZERO,
left: Val::Px(200.),
width: Val::Px(100.),
..default()
},
BackgroundColor(Color::from(DEEP_SKY_BLUE)),
UiTargetCamera(second_window_camera),
))
.with_children(|command| {
command.spawn((
Text::new("Second window"),
TextFont {
font: second_font_handle.clone(),
font_size: 50.0,
..default()
},
TextColor(YELLOW.into()),
));
});
commands
.spawn((
Node {
position_type: PositionType::Absolute,
bottom: Val::ZERO,
left: Val::Px(500.),
width: Val::Px(100.),
overflow: Overflow::hidden(),
..default()
},
BackgroundColor(Color::from(DEEP_SKY_BLUE)),
UiTargetCamera(second_window_camera),
))
.with_children(|command| {
command.spawn((
Text::new("xxxxxxx"),
TextFont {
font: second_font_handle.clone(),
font_size: 50.0,
..default()
},
TextColor(YELLOW.into()),
));
});
commands
.spawn((
Node {
left: Val::ZERO,
top: Val::ZERO,
align_items: AlignItems::Start,
justify_content: JustifyContent::Start,
..default()
},
UiTargetCamera(second_window_camera),
))
.with_children(|parent| {
let banner_scale_factor = 0.2;
parent.spawn((
Node {
position_type: PositionType::Absolute,
left: Val::Px(1000.0),
top: Val::Px(500.0),
width: Val::Px(905.0 * banner_scale_factor),
height: Val::Px(363.0 * banner_scale_factor),
border: UiRect::all(Val::Px(10.)),
..default()
},
MaterialNode(ui_materials2.add(CustomUiMaterial2 {
color: LinearRgba::RED.to_f32_array().into(),
slider: Vec4::splat(1.0),
color_texture: asset_server.load("branding/banner.png"),
border_color: LinearRgba::WHITE.to_f32_array().into(),
})),
BorderRadius::all(Val::Px(10.)),
// UI material nodes can have outlines and shadows like any other UI node
Outline {
width: Val::Px(2.),
offset: Val::Px(10.),
color: DEEP_SKY_BLUE.into(),
},
));
parent
.spawn((
Button,
ImageNode {
image: image.clone(),
image_mode: NodeImageMode::Sliced(slicer.clone()),
..default()
},
Node {
left: Val::Px(1000.0),
top: Val::Px(200.0),
width: Val::Px(150.0),
height: Val::Px(200.0),
// horizontally center child text
justify_content: JustifyContent::Center,
// vertically center child text
align_items: AlignItems::Center,
margin: UiRect::all(Val::Px(20.0)),
..default()
},
))
.with_child((
Text::new("Button"),
TextFont {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 33.0,
..default()
},
TextColor(Color::srgb(0.9, 0.9, 0.9)),
));
});
}
#[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
struct CustomUiMaterial {
/// Color multiplied with the image
#[uniform(0)]
color: Vec4,
/// Represents how much of the image is visible
/// Goes from 0 to 1
/// A `Vec4` is used here because Bevy with webgl2 requires that uniforms are 16-byte aligned but only the first component is read.
#[uniform(1)]
slider: Vec4,
/// Image used to represent the slider
#[texture(2)]
#[sampler(3)]
color_texture: Handle<Image>,
/// Color of the image's border
#[uniform(4)]
border_color: Vec4,
}
impl UiMaterial for CustomUiMaterial {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}
#[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
struct CustomUiMaterial2 {
/// Color multiplied with the image
#[uniform(0)]
color: Vec4,
/// Represents how much of the image is visible
/// Goes from 0 to 1
/// A `Vec4` is used here because Bevy with webgl2 requires that uniforms are 16-byte aligned but only the first component is read.
#[uniform(1)]
slider: Vec4,
/// Image used to represent the slider
#[texture(2)]
#[sampler(3)]
color_texture: Handle<Image>,
/// Color of the image's border
#[uniform(4)]
border_color: Vec4,
}
impl UiMaterial for CustomUiMaterial2 {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}
fn box_shadow_node_bundle(blur: f32, border_radius: BorderRadius) -> impl Bundle {
(
Node {
width: Val::Px(50.),
height: Val::Px(50.),
border: UiRect::all(Val::Px(4.)),
..default()
},
BorderColor::all(LIGHT_SKY_BLUE.into()),
border_radius,
BackgroundColor(DEEP_SKY_BLUE.into()),
BoxShadow::new(
Color::BLACK.with_alpha(0.8),
Val::Percent(10.),
Val::Percent(10.),
Val::Percent(10.),
Val::Px(blur),
),
)
}