bevy_mod_outline/examples/render_layers.rs
2023-03-10 18:43:13 +00:00

142 lines
4.2 KiB
Rust

use std::f32::consts::PI;
use bevy::{
core_pipeline::clear_color::ClearColorConfig,
prelude::{
shape::{Plane, Torus},
*,
},
render::{camera::Viewport, view::RenderLayers},
window::{close_on_esc, PrimaryWindow},
};
use bevy_mod_outline::{OutlineBundle, OutlinePlugin, OutlineRenderLayers, OutlineVolume};
#[bevy_main]
fn main() {
App::new()
.insert_resource(Msaa::Sample4)
.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(Plane {
size: 5.0,
subdivisions: 0,
})),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 1500.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// 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 {
order: 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(
win_query: Query<(&Window, Changed<Window>), With<PrimaryWindow>>,
mut query: Query<(&mut Camera, &CameraMode)>,
) {
let (win, win_changed) = win_query.get_single().unwrap();
if win_changed {
// Divide window into quadrants
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()
});
}
}
}