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74 changes: 74 additions & 0 deletions examples/render_layers.rs
Original file line number Diff line number Diff line change
@@ -0,0 +1,74 @@
//! Render layers test.
//!
//! Split-screen with two cameras on different render layers.
//! Red circle on layer 0 (left), blue circle on layer 1 (right).
//! Each should only appear on its own side.

use bevy::camera::visibility::RenderLayers;
use bevy::prelude::*;
use bevy_smud::prelude::*;

fn main() {
App::new()
.add_plugins((DefaultPlugins, SmudPlugin))
.add_systems(Startup, setup)
.run();
}

fn setup(mut commands: Commands, mut shaders: ResMut<Assets<Shader>>) {
let circle = shaders.add_sdf_expr("smud::sd_circle(p, 70.)");

// Camera A: left half of the screen, layer 0
commands.spawn((
Camera2d,
Camera {
order: 0,
viewport: Some(bevy::camera::Viewport {
physical_position: UVec2::ZERO,
physical_size: UVec2::new(512, 720),
..default()
}),
..default()
},
Name::new("camera_a"),
));

// Camera B: right half of the screen, layer 1
commands.spawn((
Camera2d,
Camera {
order: 1,
viewport: Some(bevy::camera::Viewport {
physical_position: UVec2::new(512, 0),
physical_size: UVec2::new(512, 720),
..default()
}),
..default()
},
RenderLayers::layer(1),
Name::new("camera_b"),
));

// Red circle on layer 0 - should only appear on camera A (left half)
commands.spawn((
SmudShape {
color: Color::srgb(1.0, 0.2, 0.2),
sdf: circle.clone(),
bounds: Rectangle::from_length(160.),
..default()
},
Transform::from_xyz(-80., 0., 0.),
));

// Blue circle on layer 1 - should only appear on camera B (right half)
commands.spawn((
SmudShape {
color: Color::srgb(0.2, 0.2, 1.0),
sdf: circle,
bounds: Rectangle::from_length(160.),
..default()
},
Transform::from_xyz(80., 0., 0.),
RenderLayers::layer(1),
));
}
3 changes: 3 additions & 0 deletions src/lib.rs
Original file line number Diff line number Diff line change
Expand Up @@ -754,6 +754,9 @@ fn queue_shapes(
.reserve(extracted_shapes.shapes.len());

for (index, extracted_shape) in extracted_shapes.shapes.iter().enumerate() {
if !view_entities.contains(extracted_shape.main_entity.index_u32() as usize) {
continue;
}
let shape_key = view_key | PipelineKey::from_blend_mode(extracted_shape.blend_mode);
let specialize_key = SmudPipelineKey {
mesh: shape_key,
Expand Down
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