bevy/examples/3d/pbr.rs

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use bevy::prelude::*;
/// This example shows how to configure Physically Based Rendering (PBR) parameters.
fn main() {
App::build()
.insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// add entities to the world
for y in -2..=2 {
for x in -5..=5 {
let x01 = (x + 5) as f32 / 10.0;
let y01 = (y + 2) as f32 / 4.0;
// sphere
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Icosphere {
radius: 0.45,
subdivisions: 32,
})),
material: materials.add(StandardMaterial {
base_color: Color::hex("ffd891").unwrap(),
// vary key PBR parameters on a grid of spheres to show the effect
metallic: y01,
roughness: x01,
..Default::default()
}),
transform: Transform::from_xyz(x as f32, y as f32, 0.0),
..Default::default()
});
}
}
// light
commands.spawn_bundle(LightBundle {
transform: Transform::from_translation(Vec3::new(0.0, 5.0, 5.0)),
..Default::default()
});
// camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 8.0))
.looking_at(Vec3::default(), Vec3::Y),
..Default::default()
});
}