bevy/examples/ui.rs

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Rust
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use bevy::{
asset::{Asset, AssetStorage},
math::{Mat4, Vec3},
render::*,
*,
};
fn main() {
AppBuilder::new().add_defaults().setup_world(setup).run();
}
fn setup(world: &mut World) {
let cube = Mesh::load(MeshType::Cube);
let cube_handle = {
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let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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mesh_storage.add(cube)
};
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world.insert(
(),
vec![(
cube_handle,
LocalToWorld::identity(),
Material::new(math::vec4(0.5, 0.3, 0.3, 1.0)),
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)],
);
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world.insert(
(),
vec![(
Light {
color: wgpu::Color {
r: 0.8,
g: 0.8,
b: 0.5,
a: 1.0,
},
fov: f32::to_radians(60.0),
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depth: 0.1..50.0,
target_view: None,
},
LocalToWorld::identity(),
Translation::new(4.0, -4.0, 5.0),
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Rotation::from_euler_angles(0.0, 0.0, 0.0),
)],
);
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world.insert(
(),
vec![
// camera
(
Camera::new(CameraType::Projection {
fov: std::f32::consts::PI / 4.0,
near: 1.0,
far: 1000.0,
aspect_ratio: 1.0,
}),
ActiveCamera,
LocalToWorld(Mat4::look_at_rh(
Vec3::new(3.0, -5.0, 3.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 0.0, 1.0),
)),
),
],
);
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world.insert(
(),
vec![
// camera
(
Camera::new(CameraType::Orthographic {
left: 0.0,
right: 0.0,
bottom: 0.0,
top: 0.0,
near: 0.0,
far: 1.0,
}),
ActiveCamera2d,
),
],
);
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world.insert(
(),
vec![(Rect {
position: math::vec2(75.0, 75.0),
dimensions: math::vec2(100.0, 100.0),
color: math::vec4(0.0, 1.0, 0.0, 1.0),
},)],
);
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world.insert(
(),
vec![(Rect {
position: math::vec2(50.0, 50.0),
dimensions: math::vec2(100.0, 100.0),
color: math::vec4(1.0, 0.0, 0.0, 1.0),
},)],
);
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world.insert(
(),
vec![(Rect {
position: math::vec2(100.0, 100.0),
dimensions: math::vec2(100.0, 100.0),
color: math::vec4(0.0, 0.0, 1.0, 1.0),
},)],
);
}