bevy/examples/simple_new_graph.rs

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use bevy::prelude::*;
use bevy::render::render_graph_2::{StandardMaterial, ShaderUniforms, uniform_selector};
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fn main() {
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AppBuilder::new().add_defaults().add_system(build_move_system()).setup_world(setup).run();
}
fn build_move_system() -> Box<dyn Schedulable> {
SystemBuilder::new("Move")
.read_resource::<Time>()
.with_query(<(Write<Translation>, Write<StandardMaterial>)>::query())
.build(move |_, world, time, person_query| {
for (mut translation, mut material) in person_query.iter_mut(world) {
translation.0 += math::vec3(1.0, 0.0, 0.0) * time.delta_seconds;
material.albedo = material.albedo + math::vec4(-time.delta_seconds, -time.delta_seconds, time.delta_seconds, 0.0);
println!("{}", translation.0);
}
})
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}
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))
};
let mut indices = std::collections::HashMap::new();
indices.insert("StandardMaterial".to_string(), 0);
indices.insert("Object".to_string(), 0);
let mut indices_2 = std::collections::HashMap::new();
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indices_2.insert("StandardMaterial".to_string(), 256);
indices_2.insert("Object".to_string(), 256);
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world.build()
// plane
// .add_archetype(MeshEntity {
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// 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),
// })
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// cube
.add_archetype(NewMeshEntity {
mesh: cube_handle.clone(),
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material: StandardMaterial {
albedo: math::vec4(1.0, 0.0, 0.0, 1.0),
},
shader_uniforms: ShaderUniforms {
uniform_selectors: vec![
uniform_selector::<StandardMaterial>,
uniform_selector::<LocalToWorld>,
],
dynamic_uniform_indices: indices,
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},
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local_to_world: LocalToWorld::identity(),
translation: Translation::new(0.0, 0.0, 1.0),
})
.add_archetype(NewMeshEntity {
mesh: cube_handle.clone(),
material: StandardMaterial {
albedo: math::vec4(0.0, 1.0, 0.0, 1.0),
},
shader_uniforms: ShaderUniforms {
uniform_selectors: vec![
uniform_selector::<StandardMaterial>,
uniform_selector::<LocalToWorld>,
],
dynamic_uniform_indices: indices_2,
},
local_to_world: LocalToWorld::identity(),
translation: Translation::new(-2.0, 0.0, 1.0),
})
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// light
// .add_archetype(LightEntity {
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// 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),
// })
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// camera
.add_archetype(CameraEntity {
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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();
}