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| 1 | +use bevy::{ |
| 2 | + math::clamp, |
| 3 | + prelude::*, |
| 4 | + render::{ |
| 5 | + camera::{ActiveCameras, Camera, Viewport, ViewportSideLocation}, |
| 6 | + render_graph::{base::MainPass, CameraNode, PassNode, RenderGraph}, |
| 7 | + }, |
| 8 | +}; |
| 9 | + |
| 10 | +/// This example creates a second window and draws a mesh from two different cameras. |
| 11 | +fn main() { |
| 12 | + App::build() |
| 13 | + .insert_resource(Msaa { samples: 4 }) |
| 14 | + .init_resource::<ViewportLayout>() |
| 15 | + .add_plugins(DefaultPlugins) |
| 16 | + .add_startup_system(setup.system()) |
| 17 | + .add_system(viewport_layout_system.system()) |
| 18 | + .run(); |
| 19 | +} |
| 20 | + |
| 21 | +fn setup( |
| 22 | + commands: &mut Commands, |
| 23 | + mut active_cameras: ResMut<ActiveCameras>, |
| 24 | + mut render_graph: ResMut<RenderGraph>, |
| 25 | + asset_server: Res<AssetServer>, |
| 26 | +) { |
| 27 | + // add new camera nodes for the secondary viewports |
| 28 | + render_graph.add_system_node("top_right_camera", CameraNode::new("TopRight")); |
| 29 | + render_graph.add_system_node("bottom_right_camera", CameraNode::new("BottomRight")); |
| 30 | + active_cameras.add("TopRight"); |
| 31 | + active_cameras.add("BottomRight"); |
| 32 | + |
| 33 | + // add the cameras to the main pass |
| 34 | + { |
| 35 | + let main_pass: &mut PassNode<&MainPass> = render_graph.get_node_mut("main_pass").unwrap(); |
| 36 | + main_pass.add_camera("TopRight"); |
| 37 | + main_pass.add_camera("BottomRight"); |
| 38 | + } |
| 39 | + render_graph |
| 40 | + .add_node_edge("top_right_camera", "main_pass") |
| 41 | + .unwrap(); |
| 42 | + render_graph |
| 43 | + .add_node_edge("bottom_right_camera", "main_pass") |
| 44 | + .unwrap(); |
| 45 | + |
| 46 | + // SETUP SCENE |
| 47 | + |
| 48 | + // add entities to the world |
| 49 | + commands |
| 50 | + //.spawn_scene(asset_server.load("models/monkey/Monkey.gltf#Scene0")) |
| 51 | + .spawn_scene(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0")) |
| 52 | + // light |
| 53 | + .spawn(LightBundle { |
| 54 | + transform: Transform::from_xyz(4.0, 5.0, 4.0), |
| 55 | + ..Default::default() |
| 56 | + }) |
| 57 | + // main camera |
| 58 | + .spawn(PerspectiveCameraBundle { |
| 59 | + // the following is an example of how to setup static viewports |
| 60 | + // and isn't really necessary in this case, as it will be |
| 61 | + // immediately overwritten by the viewport_layout_system |
| 62 | + viewport: Viewport { |
| 63 | + sides: Rect { |
| 64 | + // occupy the left 50% of the available horizontal space |
| 65 | + left: ViewportSideLocation::Relative(0.0), |
| 66 | + right: ViewportSideLocation::Relative(0.5), |
| 67 | + // occupy the left 100% of the available vertical space |
| 68 | + top: ViewportSideLocation::Relative(0.0), |
| 69 | + bottom: ViewportSideLocation::Relative(1.0), |
| 70 | + }, |
| 71 | + ..Default::default() |
| 72 | + }, |
| 73 | + transform: Transform::from_xyz(-1.0, 1.0, 1.0) |
| 74 | + .looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::unit_y()), |
| 75 | + ..Default::default() |
| 76 | + }) |
| 77 | + // top right camera |
| 78 | + .spawn(PerspectiveCameraBundle { |
| 79 | + camera: Camera { |
| 80 | + name: Some("TopRight".to_string()), |
| 81 | + ..Default::default() |
| 82 | + }, |
| 83 | + transform: Transform::from_xyz(0.0, 0.3, 1.3) |
| 84 | + .looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::unit_y()), |
| 85 | + ..Default::default() |
| 86 | + }) |
| 87 | + // bottom right camera |
| 88 | + .spawn(PerspectiveCameraBundle { |
| 89 | + camera: Camera { |
| 90 | + name: Some("BottomRight".to_string()), |
| 91 | + ..Default::default() |
| 92 | + }, |
| 93 | + transform: Transform::from_xyz(-1.3, 0.3, 0.0) |
| 94 | + .looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::unit_y()), |
| 95 | + ..Default::default() |
| 96 | + }); |
| 97 | + |
| 98 | + // ui |
| 99 | + let instructions_text = "use the arrow keys to resize the viewports"; |
| 100 | + commands |
| 101 | + .spawn(UiCameraBundle { |
| 102 | + // viewports occupy the entire surface by default, and can overlap each other |
| 103 | + ..Default::default() |
| 104 | + }) |
| 105 | + .spawn(TextBundle { |
| 106 | + style: Style { |
| 107 | + align_self: AlignSelf::FlexEnd, |
| 108 | + ..Default::default() |
| 109 | + }, |
| 110 | + text: Text::with_section( |
| 111 | + instructions_text, |
| 112 | + TextStyle { |
| 113 | + font: asset_server.load("fonts/FiraSans-Bold.ttf"), |
| 114 | + font_size: 30.0, |
| 115 | + color: Color::WHITE, |
| 116 | + }, |
| 117 | + Default::default(), |
| 118 | + ), |
| 119 | + ..Default::default() |
| 120 | + }); |
| 121 | +} |
| 122 | + |
| 123 | +struct ViewportLayout { |
| 124 | + divide_x: f32, |
| 125 | + divide_y: f32, |
| 126 | +} |
| 127 | + |
| 128 | +impl Default for ViewportLayout { |
| 129 | + fn default() -> Self { |
| 130 | + Self { |
| 131 | + divide_x: 0.5, |
| 132 | + divide_y: 0.5, |
| 133 | + } |
| 134 | + } |
| 135 | +} |
| 136 | + |
| 137 | +fn viewport_layout_system( |
| 138 | + keyboard_input: Res<Input<KeyCode>>, |
| 139 | + mut layout: ResMut<ViewportLayout>, |
| 140 | + mut query: Query<(&Camera, &mut Viewport)>, |
| 141 | +) { |
| 142 | + // update the layout state |
| 143 | + if keyboard_input.just_pressed(KeyCode::Left) { |
| 144 | + layout.divide_x -= 0.05; |
| 145 | + } |
| 146 | + if keyboard_input.just_pressed(KeyCode::Right) { |
| 147 | + layout.divide_x += 0.05; |
| 148 | + } |
| 149 | + if keyboard_input.just_pressed(KeyCode::Up) { |
| 150 | + layout.divide_y -= 0.05; |
| 151 | + } |
| 152 | + if keyboard_input.just_pressed(KeyCode::Down) { |
| 153 | + layout.divide_y += 0.05; |
| 154 | + } |
| 155 | + layout.divide_x = clamp(layout.divide_x, 0.05, 0.95); |
| 156 | + layout.divide_y = clamp(layout.divide_y, 0.05, 0.95); |
| 157 | + |
| 158 | + // resize the viewports |
| 159 | + for (camera, mut viewport) in query.iter_mut() { |
| 160 | + match camera.name.as_deref() { |
| 161 | + // default camera |
| 162 | + Some("Camera3d") => { |
| 163 | + viewport.sides.right = ViewportSideLocation::Relative(layout.divide_x); |
| 164 | + } |
| 165 | + Some("TopRight") => { |
| 166 | + viewport.sides.left = ViewportSideLocation::Relative(layout.divide_x); |
| 167 | + viewport.sides.bottom = ViewportSideLocation::Relative(layout.divide_y); |
| 168 | + } |
| 169 | + Some("BottomRight") => { |
| 170 | + viewport.sides.left = ViewportSideLocation::Relative(layout.divide_x); |
| 171 | + viewport.sides.top = ViewportSideLocation::Relative(layout.divide_y); |
| 172 | + } |
| 173 | + _ => {} |
| 174 | + } |
| 175 | + } |
| 176 | +} |
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