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>, mut materials: ResMut>, ) { // 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, 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() }); } } }