From ec4e3947a24e69c2d59e536a3dfa842d11e5e9d7 Mon Sep 17 00:00:00 2001 From: Jakob Hellermann Date: Fri, 1 Apr 2022 21:11:07 +0000 Subject: [PATCH] fix multiple_windows example (#4389) 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::` - extract the correct `RenderPhase`s - add a 3d pass driver node for the secondary camera Fixes #4378 Co-authored-by: Jakob Hellermann --- examples/window/multiple_windows.rs | 74 ++++++++++++++++++++++++++++- 1 file changed, 72 insertions(+), 2 deletions(-) diff --git a/examples/window/multiple_windows.rs b/examples/window/multiple_windows.rs index 5f5967d6320aeb..caa62c36135d3e 100644 --- a/examples/window/multiple_windows.rs +++ b/examples/window/multiple_windows.rs @@ -1,6 +1,13 @@ use bevy::{ + core_pipeline::{self, AlphaMask3d, Opaque3d, Transparent3d}, prelude::*, - render::camera::RenderTarget, + render::{ + camera::{ActiveCamera, CameraTypePlugin, RenderTarget}, + render_graph::{self, NodeRunError, RenderGraph, RenderGraphContext, SlotValue}, + render_phase::RenderPhase, + renderer::RenderContext, + RenderApp, RenderStage, + }, window::{CreateWindow, PresentMode, WindowId}, }; @@ -8,11 +15,73 @@ use bevy::{ fn main() { App::new() .add_plugins(DefaultPlugins) + .add_plugin(SecondWindowCameraPlugin) .add_startup_system(setup) .add_startup_system(create_new_window) .run(); } +struct SecondWindowCameraPlugin; +impl Plugin for SecondWindowCameraPlugin { + fn build(&self, app: &mut App) { + // adds the `ActiveCamera` resource and extracts the camera into the render world + app.add_plugin(CameraTypePlugin::::default()); + + let render_app = app.sub_app_mut(RenderApp); + + // add `RenderPhase`, `RenderPhase` and `RenderPhase` camera phases + render_app.add_system_to_stage(RenderStage::Extract, extract_second_camera_phases); + + // add a render graph node that executes the 3d subgraph + let mut render_graph = render_app.world.resource_mut::(); + let second_window_node = render_graph.add_node("second_window_cam", SecondWindowDriverNode); + render_graph + .add_node_edge( + core_pipeline::node::MAIN_PASS_DEPENDENCIES, + second_window_node, + ) + .unwrap(); + render_graph + .add_node_edge(core_pipeline::node::CLEAR_PASS_DRIVER, second_window_node) + .unwrap(); + } +} + +struct SecondWindowDriverNode; +impl render_graph::Node for SecondWindowDriverNode { + fn run( + &self, + graph: &mut RenderGraphContext, + _: &mut RenderContext, + world: &World, + ) -> Result<(), NodeRunError> { + if let Some(camera) = world.resource::>().get() { + graph.run_sub_graph( + core_pipeline::draw_3d_graph::NAME, + vec![SlotValue::Entity(camera)], + )?; + } + + Ok(()) + } +} + +fn extract_second_camera_phases( + mut commands: Commands, + active: Res>, +) { + if let Some(entity) = active.get() { + commands.get_or_spawn(entity).insert_bundle(( + RenderPhase::::default(), + RenderPhase::::default(), + RenderPhase::::default(), + )); + } +} + +#[derive(Component, Default)] +struct SecondWindowCamera3d; + fn create_new_window(mut create_window_events: EventWriter, mut commands: Commands) { let window_id = WindowId::new(); @@ -35,7 +104,8 @@ fn create_new_window(mut create_window_events: EventWriter, mut co ..default() }, transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y), - ..default() + marker: SecondWindowCamera3d, + ..PerspectiveCameraBundle::new() }); }