bevy/examples/texture.rs

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use bevy::{asset, prelude::*};
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fn main() {
AppBuilder::new().add_defaults_legacy().setup_world(setup).run();
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}
fn setup(world: &mut World) {
let cube_handle = {
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
let cube = Mesh::load(MeshType::Cube);
(mesh_storage.add(cube))
};
let texture_handle = {
let mut texture_storage = world.resources.get_mut::<AssetStorage<Texture>>().unwrap();
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let texture = Texture::load(TextureType::Data(asset::create_texels(256)));
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(texture_storage.add(texture))
};
// cube
world.insert(
(),
vec![(
cube_handle,
Material::new(Albedo::Texture(texture_handle)),
LocalToWorld::identity(),
Translation::new(0.0, 0.0, 1.0),
)],
);
// light
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),
depth: 0.1..50.0,
target_view: None,
},
LocalToWorld::identity(),
Translation::new(4.0, -4.0, 5.0),
Rotation::from_euler_angles(0.0, 0.0, 0.0),
)],
);
// camera
world.insert(
(),
vec![(
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, 8.0, 5.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 0.0, 1.0),
)),
)],
);
}