2020-07-30 01:15:15 +00:00
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use bevy::prelude::*;
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/// This example shows how to configure Multi-Sample Anti-Aliasing. Setting the sample count higher will result in smoother edges,
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/// but it will also increase the cost to render those edges. The range should generally be somewhere between 1 (no multi sampling,
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/// but cheap) to 8 (crisp but expensive)
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fn main() {
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App::build()
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.add_resource(Msaa { samples: 4 })
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2020-11-03 03:01:17 +00:00
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.add_plugins(DefaultPlugins)
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2020-12-16 05:57:16 +00:00
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.add_startup_system(setup.system())
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2020-07-30 01:15:15 +00:00
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.run();
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}
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/// set up a simple 3D scene
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fn setup(
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2020-11-08 20:34:05 +00:00
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commands: &mut Commands,
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2020-07-30 01:15:15 +00:00
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// add entities to the world
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commands
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// cube
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2020-11-16 04:32:23 +00:00
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.spawn(PbrBundle {
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2020-11-21 22:51:24 +00:00
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mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })),
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2020-10-12 23:54:22 +00:00
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material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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2020-07-30 01:15:15 +00:00
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..Default::default()
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})
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// light
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2020-11-16 04:32:23 +00:00
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.spawn(LightBundle {
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2021-01-07 01:17:06 +00:00
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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2020-07-30 01:15:15 +00:00
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..Default::default()
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})
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// camera
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2021-01-30 10:31:03 +00:00
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.spawn(PerspectiveCameraBundle {
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2021-01-07 01:17:06 +00:00
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transform: Transform::from_xyz(-3.0, 3.0, 5.0)
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2020-10-18 20:48:15 +00:00
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.looking_at(Vec3::default(), Vec3::unit_y()),
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2020-07-30 01:15:15 +00:00
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..Default::default()
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});
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}
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