 bf6de89622
			
		
	
	
		bf6de89622
		
	
	
	
	
		
			
			**Problem**
- whenever you want more than one of the builtin cameras (for example multiple windows, split screen, portals), you need to add a render graph node that executes the correct sub graph, extract the camera into the render world and add the correct `RenderPhase<T>` components
- querying for the 3d camera is annoying because you need to compare the camera's name to e.g. `CameraPlugin::CAMERA_3d`
**Solution**
- Introduce the marker types `Camera3d`, `Camera2d` and `CameraUi`
-> `Query<&mut Transform, With<Camera3d>>` works
- `PerspectiveCameraBundle::new_3d()` and `PerspectiveCameraBundle::<Camera3d>::default()` contain the `Camera3d` marker
- `OrthographicCameraBundle::new_3d()` has `Camera3d`, `OrthographicCameraBundle::new_2d()` has `Camera2d`
- remove `ActiveCameras`, `ExtractedCameraNames`
- run 2d, 3d and ui passes for every camera of their respective marker
-> no custom setup for multiple windows example needed
**Open questions**
- do we need a replacement for `ActiveCameras`? What about a component `ActiveCamera { is_active: bool }` similar to `Visibility`?
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
	
			
		
			
				
	
	
		
			56 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			56 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
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|     prelude::*,
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|     render::camera::RenderTarget,
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|     window::{CreateWindow, PresentMode, WindowId},
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| };
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| 
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| /// This example creates a second window and draws a mesh from two different cameras, one in each window
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup)
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|         .add_startup_system(create_new_window)
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|         .run();
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| }
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| 
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| fn create_new_window(mut create_window_events: EventWriter<CreateWindow>, mut commands: Commands) {
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|     let window_id = WindowId::new();
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| 
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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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|             present_mode: PresentMode::Immediate,
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|             title: "Second window".to_string(),
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|             ..default()
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|         },
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|     });
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| 
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|     // second window camera
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|     commands.spawn_bundle(PerspectiveCameraBundle {
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|         camera: Camera {
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|             target: RenderTarget::Window(window_id),
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|             ..default()
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|         },
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|         transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     // add entities to the world
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|     commands.spawn_scene(asset_server.load("models/monkey/Monkey.gltf#Scene0"));
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|     // light
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|     commands.spawn_bundle(PointLightBundle {
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|         transform: Transform::from_xyz(4.0, 5.0, 4.0),
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|         ..default()
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|     });
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|     // main camera
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|     commands.spawn_bundle(PerspectiveCameraBundle {
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|         transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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