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Add an example 'showcasing' using multiple windows (bevyengine#3367)
# Objective - The multiple windows example which was viciously murdered in bevyengine#3175. - cart asked me to ## Solution - Rework the example to work on pipelined-rendering, based on the work from bevyengine#2898
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use bevy::{ | ||
core_pipeline::{draw_3d_graph, node, AlphaMask3d, Opaque3d, Transparent3d}, | ||
prelude::*, | ||
render::{ | ||
camera::{ActiveCameras, ExtractedCameraNames}, | ||
render_graph::{Node, NodeRunError, RenderGraph, RenderGraphContext, SlotValue}, | ||
render_phase::RenderPhase, | ||
renderer::RenderContext, | ||
RenderApp, RenderStage, | ||
}, | ||
window::{CreateWindow, WindowId}, | ||
}; | ||
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/// This example creates a second window and draws a mesh from two different cameras, one in each window | ||
fn main() { | ||
let mut app = App::new(); | ||
app.add_plugins(DefaultPlugins) | ||
.add_startup_system(setup) | ||
.add_startup_system(create_new_window); | ||
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let render_app = app.sub_app(RenderApp); | ||
render_app.add_system_to_stage(RenderStage::Extract, extract_secondary_camera_phases); | ||
let mut graph = render_app.world.get_resource_mut::<RenderGraph>().unwrap(); | ||
graph.add_node(SECONDARY_PASS_DRIVER, SecondaryCameraDriver); | ||
graph | ||
.add_node_edge(node::MAIN_PASS_DEPENDENCIES, SECONDARY_PASS_DRIVER) | ||
.unwrap(); | ||
app.run(); | ||
} | ||
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fn extract_secondary_camera_phases(mut commands: Commands, active_cameras: Res<ActiveCameras>) { | ||
if let Some(secondary) = active_cameras.get(SECONDARY_CAMERA_NAME) { | ||
if let Some(entity) = secondary.entity { | ||
commands.get_or_spawn(entity).insert_bundle(( | ||
RenderPhase::<Opaque3d>::default(), | ||
RenderPhase::<AlphaMask3d>::default(), | ||
RenderPhase::<Transparent3d>::default(), | ||
)); | ||
} | ||
} | ||
} | ||
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const SECONDARY_CAMERA_NAME: &str = "Secondary"; | ||
const SECONDARY_PASS_DRIVER: &str = "secondary_pass_driver"; | ||
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fn create_new_window( | ||
mut create_window_events: EventWriter<CreateWindow>, | ||
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mut commands: Commands, | ||
mut active_cameras: ResMut<ActiveCameras>, | ||
) { | ||
let window_id = WindowId::new(); | ||
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// sends out a "CreateWindow" event, which will be received by the windowing backend | ||
create_window_events.send(CreateWindow { | ||
id: window_id, | ||
descriptor: WindowDescriptor { | ||
width: 800., | ||
height: 600., | ||
vsync: false, | ||
title: "Second window".to_string(), | ||
..Default::default() | ||
}, | ||
}); | ||
// second window camera | ||
commands.spawn_bundle(PerspectiveCameraBundle { | ||
camera: Camera { | ||
window: window_id, | ||
name: Some(SECONDARY_CAMERA_NAME.into()), | ||
..Default::default() | ||
}, | ||
transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y), | ||
..Default::default() | ||
}); | ||
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active_cameras.add(SECONDARY_CAMERA_NAME); | ||
} | ||
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struct SecondaryCameraDriver; | ||
impl Node for SecondaryCameraDriver { | ||
fn run( | ||
&self, | ||
graph: &mut RenderGraphContext, | ||
_render_context: &mut RenderContext, | ||
world: &World, | ||
) -> Result<(), NodeRunError> { | ||
let extracted_cameras = world.get_resource::<ExtractedCameraNames>().unwrap(); | ||
if let Some(camera_3d) = extracted_cameras.entities.get(SECONDARY_CAMERA_NAME) { | ||
graph.run_sub_graph( | ||
crate::draw_3d_graph::NAME, | ||
vec![SlotValue::Entity(*camera_3d)], | ||
)?; | ||
} | ||
Ok(()) | ||
} | ||
} | ||
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { | ||
// add entities to the world | ||
commands.spawn_scene(asset_server.load("models/monkey/Monkey.gltf#Scene0")); | ||
// light | ||
commands.spawn_bundle(PointLightBundle { | ||
transform: Transform::from_xyz(4.0, 5.0, 4.0), | ||
..Default::default() | ||
}); | ||
// main camera | ||
commands.spawn_bundle(PerspectiveCameraBundle { | ||
transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y), | ||
..Default::default() | ||
}); | ||
} |