Add render_layers example.
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@ -39,6 +39,10 @@ path = "examples/shapes.rs"
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name = "pieces"
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path = "examples/pieces.rs"
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[[example]]
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name = "render_layers"
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path = "examples/render_layers.rs"
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[[example]]
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name = "animated_fox"
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path = "examples/animated_fox.rs"
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127
examples/render_layers.rs
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127
examples/render_layers.rs
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@ -0,0 +1,127 @@
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use std::f32::consts::PI;
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use bevy::{
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core_pipeline::clear_color::ClearColorConfig,
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prelude::{shape::Torus, *},
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render::{camera::Viewport, view::RenderLayers},
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window::close_on_esc,
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};
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use bevy_mod_outline::{OutlineBundle, OutlinePlugin, OutlineRenderLayers, OutlineVolume};
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#[bevy_main]
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fn main() {
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App::new()
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.insert_resource(Msaa { samples: 4 })
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.insert_resource(ClearColor(Color::BLACK))
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.add_plugins(DefaultPlugins)
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.add_plugin(OutlinePlugin)
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.add_startup_system(setup)
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.add_system(close_on_esc)
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.add_system(set_camera_viewports)
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.run();
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}
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const OBJECT_LAYER_ID: u8 = 1;
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const OUTLINE_LAYER_ID: u8 = 2;
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#[derive(Copy, Clone, Component)]
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struct CameraMode {
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object_layer: bool,
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outline_layer: bool,
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// Add torus using the regular surface normals for outlining
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commands
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.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(Torus {
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radius: 0.6,
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ring_radius: 0.2,
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subdivisions_segments: 40,
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subdivisions_sides: 20,
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})),
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material: materials.add(Color::rgb(0.1, 0.1, 0.9).into()),
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transform: Transform::from_rotation(Quat::from_rotation_x(0.5 * PI))
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.with_translation(0.8 * Vec3::Y),
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..default()
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})
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.insert(OutlineBundle {
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outline: OutlineVolume {
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visible: true,
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colour: Color::WHITE,
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width: 10.0,
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},
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..default()
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})
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.insert(RenderLayers::layer(OBJECT_LAYER_ID))
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.insert(OutlineRenderLayers(RenderLayers::layer(OUTLINE_LAYER_ID)));
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// Add plane and light source
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(bevy::prelude::shape::Plane { size: 5.0 })),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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..default()
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});
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commands.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 1.0,
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});
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// Add cameras for different combinations of render-layers
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for i in 0..4 {
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let object_layer = i & 1 == 1;
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let outline_layer = (i >> 1) & 1 == 1;
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let mut layers = RenderLayers::default();
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if object_layer {
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layers = layers.with(OBJECT_LAYER_ID);
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}
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if outline_layer {
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layers = layers.with(OUTLINE_LAYER_ID);
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}
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commands
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.spawn(Camera3dBundle {
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camera: Camera {
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priority: i,
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..default()
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},
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camera_3d: Camera3d {
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clear_color: if i > 0 {
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ClearColorConfig::None
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} else {
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ClearColorConfig::Default
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},
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..default()
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},
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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})
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.insert(CameraMode {
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object_layer,
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outline_layer,
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})
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.insert(layers);
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}
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}
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fn set_camera_viewports(windows: Res<Windows>, mut query: Query<(&mut Camera, &CameraMode)>) {
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if windows.is_changed() {
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// Divide window into quadrants
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let win = windows.primary();
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let size = UVec2::new(win.physical_width() / 2, win.physical_height() / 2);
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for (mut camera, mode) in query.iter_mut() {
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let offset = UVec2::new(
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if mode.object_layer { size.x } else { 0 },
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if mode.outline_layer { size.y } else { 0 },
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);
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camera.viewport = Some(Viewport {
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physical_position: offset,
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physical_size: size,
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..default()
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});
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}
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}
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}
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