use std::f32::consts::PI;
use bevy::{
camera::{visibility::RenderLayers, Viewport},
prelude::*,
window::PrimaryWindow,
};
use bevy_mod_outline::{OutlinePlugin, OutlineRenderLayers, OutlineVolume};
#[bevy_main]
fn main() {
App::new()
.insert_resource(ClearColor(Color::BLACK))
.add_plugins((DefaultPlugins, OutlinePlugin::EXTRUDE_VERTEX))
.add_systems(Startup, setup)
.add_systems(Update, set_camera_viewports)
.run();
}
const OBJECT_LAYER_ID: usize = 1;
const OUTLINE_LAYER_ID: usize = 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>>,
) {
commands.spawn((
Mesh3d(
meshes.add(
Torus {
minor_radius: 0.2,
major_radius: 0.6,
}
.mesh()
.minor_resolution(20)
.major_resolution(40)
.build(),
),
),
MeshMaterial3d(materials.add(StandardMaterial::from(Color::srgb(0.1, 0.1, 0.9)))),
Transform::from_rotation(Quat::from_rotation_x(0.5 * PI)).with_translation(0.8 * Vec3::Y),
OutlineVolume {
visible: true,
colour: Color::WHITE,
width: 10.0,
},
RenderLayers::layer(OBJECT_LAYER_ID),
OutlineRenderLayers(RenderLayers::layer(OUTLINE_LAYER_ID)),
));
commands.spawn((
Mesh3d(meshes.add(Plane3d::new(Vec3::Y, Vec2::new(5.0, 5.0)).mesh().build())),
MeshMaterial3d(materials.add(StandardMaterial::from(Color::srgb(0.3, 0.5, 0.3)))),
));
commands.spawn((
PointLight {
shadow_maps_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
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((
Camera3d::default(),
Camera {
order: i,
clear_color: if i > 0 {
ClearColorConfig::None
} else {
ClearColorConfig::Default
},
..default()
},
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
Msaa::Sample4,
CameraMode {
object_layer,
outline_layer,
},
layers,
));
}
}
fn set_camera_viewports(
win_query: Query<Ref<Window>, With<PrimaryWindow>>,
mut query: Query<(&mut Camera, &CameraMode)>,
) {
let win = win_query.single().unwrap();
if win.is_changed() {
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()
});
}
}
}