134 lines
4.1 KiB
Rust
134 lines
4.1 KiB
Rust
use std::f32::consts::PI;
|
|
|
|
use bevy::{
|
|
prelude::*,
|
|
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, OutlinePlugin))
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, (close_on_esc, 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(
|
|
Torus {
|
|
minor_radius: 0.2,
|
|
major_radius: 0.6,
|
|
}
|
|
.mesh()
|
|
.minor_resolution(20)
|
|
.major_resolution(40)
|
|
.build(),
|
|
),
|
|
material: materials.add(StandardMaterial::from(Color::rgb(0.1, 0.1, 0.9))),
|
|
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(Plane3d::new(Vec3::Y).mesh().size(5.0, 5.0).build()),
|
|
material: materials.add(StandardMaterial::from(Color::rgb(0.3, 0.5, 0.3))),
|
|
..default()
|
|
});
|
|
commands.spawn(PointLightBundle {
|
|
point_light: PointLight {
|
|
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,
|
|
clear_color: if i > 0 {
|
|
ClearColorConfig::None
|
|
} else {
|
|
ClearColorConfig::Default
|
|
},
|
|
..default()
|
|
},
|
|
camera_3d: Camera3d { ..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<Ref<Window>, With<PrimaryWindow>>,
|
|
mut query: Query<(&mut Camera, &CameraMode)>,
|
|
) {
|
|
let win = win_query.get_single().unwrap();
|
|
if win.is_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()
|
|
});
|
|
}
|
|
}
|
|
}
|