3D Rendering / Camera sub view

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Demonstrates different sub view effects.

A sub view is essentially a smaller section of a larger viewport. Some use cases include:

  • Split one image across multiple cameras, for use in a multimonitor setups
  • Magnify a section of the image, by rendering a small sub view in another camera
  • Rapidly change the sub view offset to get a screen shake effect
use bevy::{     camera::{ScalingMode, SubCameraView, Viewport},     prelude::*, };  fn main() {     App::new()         .add_plugins(DefaultPlugins)         .add_systems(Startup, setup)         .add_systems(Update, (move_camera_view, resize_viewports))         .run(); }  #[derive(Debug, Component)] struct MovingCameraMarker;  /// Set up a simple 3D scene fn setup(     mut commands: Commands,     mut meshes: ResMut<Assets<Mesh>>,     mut materials: ResMut<Assets<StandardMaterial>>, ) {     let transform = Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y);      // Plane     commands.spawn((         Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),         MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),     ));      // Cube     commands.spawn((         Mesh3d(meshes.add(Cuboid::default())),         MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),         Transform::from_xyz(0.0, 0.5, 0.0),     ));      // Light     commands.spawn((         PointLight {             shadows_enabled: true,             ..default()         },         Transform::from_xyz(4.0, 8.0, 4.0),     ));      // Main perspective camera:     //     // The main perspective image to use as a comparison for the sub views.     commands.spawn((         Camera3d::default(),         Camera::default(),         ExampleViewports::PerspectiveMain,         transform,     ));      // Perspective camera right half:     //     // For this camera, the projection is perspective, and `size` is half the     // width of the `full_size`, while the x value of `offset` is set to half     // the value of the full width, causing the right half of the image to be     // shown. Since the viewport has an aspect ratio of 1x1 and the sub view has     // an aspect ratio of 1x2, the image appears stretched along the horizontal     // axis.     commands.spawn((         Camera3d::default(),         Camera {             sub_camera_view: Some(SubCameraView {                 // The values of `full_size` and `size` do not have to be the                 // exact values of your physical viewport. The important part is                 // the ratio between them.                 full_size: UVec2::new(10, 10),                 // The `offset` is also relative to the values in `full_size`                 // and `size`                 offset: Vec2::new(5.0, 0.0),                 size: UVec2::new(5, 10),             }),             order: 1,             ..default()         },         ExampleViewports::PerspectiveStretched,         transform,     ));      // Perspective camera moving:     //     // For this camera, the projection is perspective, and the offset is updated     // continuously in 150 units per second in `move_camera_view`. Since the     // `full_size` is 500x500, the image should appear to be moving across the     // full image once every 3.3 seconds. `size` is a fifth of the size of     // `full_size`, so the image will appear zoomed in.     commands.spawn((         Camera3d::default(),         Camera {             sub_camera_view: Some(SubCameraView {                 full_size: UVec2::new(500, 500),                 offset: Vec2::ZERO,                 size: UVec2::new(100, 100),             }),             order: 2,             ..default()         },         transform,         ExampleViewports::PerspectiveMoving,         MovingCameraMarker,     ));      // Perspective camera different aspect ratio:     //     // For this camera, the projection is perspective, and the aspect ratio of     // the sub view (2x1) is different to the aspect ratio of the full view     // (2x2). The aspect ratio of the sub view matches the aspect ratio of     // the viewport and should show an unstretched image of the top half of the     // full perspective image.     commands.spawn((         Camera3d::default(),         Camera {             sub_camera_view: Some(SubCameraView {                 full_size: UVec2::new(800, 800),                 offset: Vec2::ZERO,                 size: UVec2::new(800, 400),             }),             order: 3,             ..default()         },         ExampleViewports::PerspectiveControl,         transform,     ));      // Main orthographic camera:     //     // The main orthographic image to use as a comparison for the sub views.     commands.spawn((         Camera3d::default(),         Projection::from(OrthographicProjection {             scaling_mode: ScalingMode::FixedVertical {                 viewport_height: 6.0,             },             ..OrthographicProjection::default_3d()         }),         Camera {             order: 4,             ..default()         },         ExampleViewports::OrthographicMain,         transform,     ));      // Orthographic camera left half:     //     // For this camera, the projection is orthographic, and `size` is half the     // width of the `full_size`, causing the left half of the image to be shown.     // Since the viewport has an aspect ratio of 1x1 and the sub view has an     // aspect ratio of 1x2, the image appears stretched along the horizontal axis.     commands.spawn((         Camera3d::default(),         Projection::from(OrthographicProjection {             scaling_mode: ScalingMode::FixedVertical {                 viewport_height: 6.0,             },             ..OrthographicProjection::default_3d()         }),         Camera {             sub_camera_view: Some(SubCameraView {                 full_size: UVec2::new(2, 2),                 offset: Vec2::ZERO,                 size: UVec2::new(1, 2),             }),             order: 5,             ..default()         },         ExampleViewports::OrthographicStretched,         transform,     ));      // Orthographic camera moving:     //     // For this camera, the projection is orthographic, and the offset is     // updated continuously in 150 units per second in `move_camera_view`. Since     // the `full_size` is 500x500, the image should appear to be moving across     // the full image once every 3.3 seconds. `size` is a fifth of the size of     // `full_size`, so the image will appear zoomed in.     commands.spawn((         Camera3d::default(),         Projection::from(OrthographicProjection {             scaling_mode: ScalingMode::FixedVertical {                 viewport_height: 6.0,             },             ..OrthographicProjection::default_3d()         }),         Camera {             sub_camera_view: Some(SubCameraView {                 full_size: UVec2::new(500, 500),                 offset: Vec2::ZERO,                 size: UVec2::new(100, 100),             }),             order: 6,             ..default()         },         transform,         ExampleViewports::OrthographicMoving,         MovingCameraMarker,     ));      // Orthographic camera different aspect ratio:     //     // For this camera, the projection is orthographic, and the aspect ratio of     // the sub view (2x1) is different to the aspect ratio of the full view     // (2x2). The aspect ratio of the sub view matches the aspect ratio of     // the viewport and should show an unstretched image of the top half of the     // full orthographic image.     commands.spawn((         Camera3d::default(),         Projection::from(OrthographicProjection {             scaling_mode: ScalingMode::FixedVertical {                 viewport_height: 6.0,             },             ..OrthographicProjection::default_3d()         }),         Camera {             sub_camera_view: Some(SubCameraView {                 full_size: UVec2::new(200, 200),                 offset: Vec2::ZERO,                 size: UVec2::new(200, 100),             }),             order: 7,             ..default()         },         ExampleViewports::OrthographicControl,         transform,     )); }  fn move_camera_view(     mut movable_camera_query: Query<&mut Camera, With<MovingCameraMarker>>,     time: Res<Time>, ) {     for mut camera in movable_camera_query.iter_mut() {         if let Some(sub_view) = &mut camera.sub_camera_view {             sub_view.offset.x = (time.elapsed_secs() * 150.) % 450.0 - 50.0;             sub_view.offset.y = sub_view.offset.x;         }     } }  // To ensure viewports remain the same at any window size fn resize_viewports(     window: Single<&Window, With<bevy::window::PrimaryWindow>>,     mut viewports: Query<(&mut Camera, &ExampleViewports)>, ) {     let window_size = window.physical_size();      let small_height = window_size.y / 5;     let small_width = window_size.x / 8;      let large_height = small_height * 4;     let large_width = small_width * 4;      let large_size = UVec2::new(large_width, large_height);      // Enforce the aspect ratio of the small viewports to ensure the images     // appear unstretched     let small_dim = small_height.min(small_width);     let small_size = UVec2::new(small_dim, small_dim);      let small_wide_size = UVec2::new(small_dim * 2, small_dim);      for (mut camera, example_viewport) in viewports.iter_mut() {         if camera.viewport.is_none() {             camera.viewport = Some(Viewport::default());         };          let Some(viewport) = &mut camera.viewport else {             continue;         };          let (size, position) = match example_viewport {             ExampleViewports::PerspectiveMain => (large_size, UVec2::new(0, small_height)),             ExampleViewports::PerspectiveStretched => (small_size, UVec2::ZERO),             ExampleViewports::PerspectiveMoving => (small_size, UVec2::new(small_width, 0)),             ExampleViewports::PerspectiveControl => {                 (small_wide_size, UVec2::new(small_width * 2, 0))             }             ExampleViewports::OrthographicMain => {                 (large_size, UVec2::new(large_width, small_height))             }             ExampleViewports::OrthographicStretched => (small_size, UVec2::new(small_width * 4, 0)),             ExampleViewports::OrthographicMoving => (small_size, UVec2::new(small_width * 5, 0)),             ExampleViewports::OrthographicControl => {                 (small_wide_size, UVec2::new(small_width * 6, 0))             }         };          viewport.physical_size = size;         viewport.physical_position = position;     } }  #[derive(Component)] enum ExampleViewports {     PerspectiveMain,     PerspectiveStretched,     PerspectiveMoving,     PerspectiveControl,     OrthographicMain,     OrthographicStretched,     OrthographicMoving,     OrthographicControl, }