 0ed08d6a15
			
		
	
	
		0ed08d6a15
		
	
	
	
	
		
			
			The example was broken in #3635 when the `ActiveCamera` logic was introduced, after which there could only be one active `Camera3d` globally. Ideally there could be one `Camera3d` per render target, not globally, but that isn't the case yet. To fix the example, we need to - don't use `Camera3d` twice, add a new `SecondWindowCamera3d` marker - add the `CameraTypePlugin::<SecondWindowCamera3d>` - extract the correct `RenderPhase`s - add a 3d pass driver node for the secondary camera Fixes #4378 Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
		
			
				
	
	
		
			126 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			126 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
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|     core_pipeline::{self, AlphaMask3d, Opaque3d, Transparent3d},
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|     prelude::*,
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|     render::{
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|         camera::{ActiveCamera, CameraTypePlugin, RenderTarget},
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|         render_graph::{self, NodeRunError, RenderGraph, RenderGraphContext, SlotValue},
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|         render_phase::RenderPhase,
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|         renderer::RenderContext,
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|         RenderApp, RenderStage,
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|     },
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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_plugin(SecondWindowCameraPlugin)
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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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| struct SecondWindowCameraPlugin;
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| impl Plugin for SecondWindowCameraPlugin {
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|     fn build(&self, app: &mut App) {
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|         // adds the `ActiveCamera<SecondWindowCamera3d>` resource and extracts the camera into the render world
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|         app.add_plugin(CameraTypePlugin::<SecondWindowCamera3d>::default());
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| 
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|         let render_app = app.sub_app_mut(RenderApp);
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| 
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|         // add `RenderPhase<Opaque3d>`, `RenderPhase<AlphaMask3d>` and `RenderPhase<Transparent3d>` camera phases
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|         render_app.add_system_to_stage(RenderStage::Extract, extract_second_camera_phases);
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| 
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|         // add a render graph node that executes the 3d subgraph
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|         let mut render_graph = render_app.world.resource_mut::<RenderGraph>();
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|         let second_window_node = render_graph.add_node("second_window_cam", SecondWindowDriverNode);
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|         render_graph
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|             .add_node_edge(
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|                 core_pipeline::node::MAIN_PASS_DEPENDENCIES,
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|                 second_window_node,
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|             )
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|             .unwrap();
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|         render_graph
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|             .add_node_edge(core_pipeline::node::CLEAR_PASS_DRIVER, second_window_node)
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|             .unwrap();
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|     }
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| }
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| 
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| struct SecondWindowDriverNode;
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| impl render_graph::Node for SecondWindowDriverNode {
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|     fn run(
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|         &self,
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|         graph: &mut RenderGraphContext,
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|         _: &mut RenderContext,
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|         world: &World,
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|     ) -> Result<(), NodeRunError> {
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|         if let Some(camera) = world.resource::<ActiveCamera<SecondWindowCamera3d>>().get() {
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|             graph.run_sub_graph(
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|                 core_pipeline::draw_3d_graph::NAME,
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|                 vec![SlotValue::Entity(camera)],
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|             )?;
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|         }
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| 
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|         Ok(())
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|     }
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| }
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| 
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| fn extract_second_camera_phases(
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|     mut commands: Commands,
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|     active: Res<ActiveCamera<SecondWindowCamera3d>>,
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| ) {
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|     if let Some(entity) = active.get() {
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|         commands.get_or_spawn(entity).insert_bundle((
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|             RenderPhase::<Opaque3d>::default(),
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|             RenderPhase::<AlphaMask3d>::default(),
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|             RenderPhase::<Transparent3d>::default(),
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|         ));
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|     }
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| }
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| 
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| #[derive(Component, Default)]
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| struct SecondWindowCamera3d;
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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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|         marker: SecondWindowCamera3d,
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|         ..PerspectiveCameraBundle::new()
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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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