bevy/examples/simple_new_graph.rs

73 lines
2.4 KiB
Rust
Raw Normal View History

2020-01-19 21:24:01 +00:00
use bevy::prelude::*;
2020-01-26 08:24:50 +00:00
use bevy::render::render_graph_2::{StandardMaterial, ShaderUniforms};
2020-01-19 21:24:01 +00:00
fn main() {
AppBuilder::new().add_defaults().setup_world(setup).run();
}
fn setup(world: &mut World) {
let cube = Mesh::load(MeshType::Cube);
let plane = Mesh::load(MeshType::Plane { size: 10.0 });
let (cube_handle, plane_handle) = {
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
(mesh_storage.add(cube), mesh_storage.add(plane))
};
world.build()
// plane
2020-01-26 08:24:50 +00:00
// .build_archetype(MeshEntity {
// mesh: plane_handle.clone(),
// material: Material::new(Albedo::Color(math::vec4(0.1, 0.2, 0.1, 1.0))),
// local_to_world: LocalToWorld::identity(),
// translation: Translation::new(0.0, 0.0, 0.0),
// })
2020-01-19 21:24:01 +00:00
// cube
2020-01-26 08:24:50 +00:00
.build_archetype(NewMeshEntity {
2020-01-19 21:24:01 +00:00
mesh: cube_handle,
2020-01-26 08:24:50 +00:00
material: StandardMaterial {
albedo: math::vec4(1.0, 0.0, 0.0, 1.0),
},
shader_uniforms: ShaderUniforms {
uniform_selectors: Vec::new(
)
},
2020-01-19 21:24:01 +00:00
local_to_world: LocalToWorld::identity(),
translation: Translation::new(0.0, 0.0, 1.0),
})
// light
2020-01-26 08:24:50 +00:00
// .build_archetype(LightEntity {
// light: Light {
// color: wgpu::Color {
// r: 0.8,
// g: 0.8,
// b: 0.5,
// a: 1.0,
// },
// fov: f32::to_radians(60.0),
// depth: 0.1..50.0,
// target_view: None,
// },
// local_to_world: LocalToWorld::identity(),
// translation: Translation::new(4.0, -4.0, 5.0),
// rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0),
// })
2020-01-19 21:24:01 +00:00
// camera
.build_archetype(CameraEntity {
camera: Camera::new(CameraType::Projection {
fov: std::f32::consts::PI / 4.0,
near: 1.0,
far: 1000.0,
aspect_ratio: 1.0,
}),
active_camera: ActiveCamera,
local_to_world: LocalToWorld(Mat4::look_at_rh(
Vec3::new(3.0, 8.0, 5.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 0.0, 1.0),
)),
})
.build();
}