128 lines
3.9 KiB
Rust
128 lines
3.9 KiB
Rust
|
use std::f32::consts::PI;
|
||
|
|
||
|
use bevy::{
|
||
|
core_pipeline::clear_color::ClearColorConfig,
|
||
|
prelude::{shape::Torus, *},
|
||
|
render::{camera::Viewport, view::RenderLayers},
|
||
|
window::close_on_esc,
|
||
|
};
|
||
|
use bevy_mod_outline::{OutlineBundle, OutlinePlugin, OutlineRenderLayers, OutlineVolume};
|
||
|
|
||
|
#[bevy_main]
|
||
|
fn main() {
|
||
|
App::new()
|
||
|
.insert_resource(Msaa { samples: 4 })
|
||
|
.insert_resource(ClearColor(Color::BLACK))
|
||
|
.add_plugins(DefaultPlugins)
|
||
|
.add_plugin(OutlinePlugin)
|
||
|
.add_startup_system(setup)
|
||
|
.add_system(close_on_esc)
|
||
|
.add_system(set_camera_viewports)
|
||
|
.run();
|
||
|
}
|
||
|
|
||
|
const OBJECT_LAYER_ID: u8 = 1;
|
||
|
const OUTLINE_LAYER_ID: u8 = 2;
|
||
|
|
||
|
#[derive(Copy, Clone, Component)]
|
||
|
struct CameraMode {
|
||
|
object_layer: bool,
|
||
|
outline_layer: bool,
|
||
|
}
|
||
|
|
||
|
fn setup(
|
||
|
mut commands: Commands,
|
||
|
mut meshes: ResMut<Assets<Mesh>>,
|
||
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
||
|
) {
|
||
|
// Add torus using the regular surface normals for outlining
|
||
|
commands
|
||
|
.spawn(PbrBundle {
|
||
|
mesh: meshes.add(Mesh::from(Torus {
|
||
|
radius: 0.6,
|
||
|
ring_radius: 0.2,
|
||
|
subdivisions_segments: 40,
|
||
|
subdivisions_sides: 20,
|
||
|
})),
|
||
|
material: materials.add(Color::rgb(0.1, 0.1, 0.9).into()),
|
||
|
transform: Transform::from_rotation(Quat::from_rotation_x(0.5 * PI))
|
||
|
.with_translation(0.8 * Vec3::Y),
|
||
|
..default()
|
||
|
})
|
||
|
.insert(OutlineBundle {
|
||
|
outline: OutlineVolume {
|
||
|
visible: true,
|
||
|
colour: Color::WHITE,
|
||
|
width: 10.0,
|
||
|
},
|
||
|
..default()
|
||
|
})
|
||
|
.insert(RenderLayers::layer(OBJECT_LAYER_ID))
|
||
|
.insert(OutlineRenderLayers(RenderLayers::layer(OUTLINE_LAYER_ID)));
|
||
|
|
||
|
// Add plane and light source
|
||
|
commands.spawn(PbrBundle {
|
||
|
mesh: meshes.add(Mesh::from(bevy::prelude::shape::Plane { size: 5.0 })),
|
||
|
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
|
||
|
..default()
|
||
|
});
|
||
|
commands.insert_resource(AmbientLight {
|
||
|
color: Color::WHITE,
|
||
|
brightness: 1.0,
|
||
|
});
|
||
|
|
||
|
// Add cameras for different combinations of render-layers
|
||
|
for i in 0..4 {
|
||
|
let object_layer = i & 1 == 1;
|
||
|
let outline_layer = (i >> 1) & 1 == 1;
|
||
|
let mut layers = RenderLayers::default();
|
||
|
if object_layer {
|
||
|
layers = layers.with(OBJECT_LAYER_ID);
|
||
|
}
|
||
|
if outline_layer {
|
||
|
layers = layers.with(OUTLINE_LAYER_ID);
|
||
|
}
|
||
|
commands
|
||
|
.spawn(Camera3dBundle {
|
||
|
camera: Camera {
|
||
|
priority: i,
|
||
|
..default()
|
||
|
},
|
||
|
camera_3d: Camera3d {
|
||
|
clear_color: if i > 0 {
|
||
|
ClearColorConfig::None
|
||
|
} else {
|
||
|
ClearColorConfig::Default
|
||
|
},
|
||
|
..default()
|
||
|
},
|
||
|
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||
|
..default()
|
||
|
})
|
||
|
.insert(CameraMode {
|
||
|
object_layer,
|
||
|
outline_layer,
|
||
|
})
|
||
|
.insert(layers);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
fn set_camera_viewports(windows: Res<Windows>, mut query: Query<(&mut Camera, &CameraMode)>) {
|
||
|
if windows.is_changed() {
|
||
|
// Divide window into quadrants
|
||
|
let win = windows.primary();
|
||
|
let size = UVec2::new(win.physical_width() / 2, win.physical_height() / 2);
|
||
|
for (mut camera, mode) in query.iter_mut() {
|
||
|
let offset = UVec2::new(
|
||
|
if mode.object_layer { size.x } else { 0 },
|
||
|
if mode.outline_layer { size.y } else { 0 },
|
||
|
);
|
||
|
camera.viewport = Some(Viewport {
|
||
|
physical_position: offset,
|
||
|
physical_size: size,
|
||
|
..default()
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
}
|