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Example with repeated texture (#13176)
# Objective Fixes #11136 . Fixes https://github.com/bevyengine/bevy/pull/11161. ## Solution - Set image sampler with repeated mode for u and v - set uv_transform of StandardMaterial to resizing params ## Testing Got this view on example run ![image](https://github.com/bevyengine/bevy/assets/17225606/a5f7c414-7966-4c31-97e1-320241ddc75b)
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11
Cargo.toml
11
Cargo.toml
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@ -1381,6 +1381,17 @@ description = "Demonstrates how to process and load custom assets"
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category = "Assets"
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wasm = false
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[[example]]
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name = "repeated_texture"
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path = "examples/asset/repeated_texture.rs"
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doc-scrape-examples = true
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[package.metadata.example.repeated_texture]
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name = "Repeated texture configuration"
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description = "How to configure the texture to repeat instead of the default clamp to edges"
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category = "Assets"
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wasm = true
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# Async Tasks
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[[example]]
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name = "async_compute"
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BIN
assets/textures/fantasy_ui_borders/panel-border-010-repeated.png
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BIN
assets/textures/fantasy_ui_borders/panel-border-010-repeated.png
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After Width: | Height: | Size: 170 B |
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@ -209,6 +209,7 @@ Example | Description
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[Embedded Asset](../examples/asset/embedded_asset.rs) | Embed an asset in the application binary and load it
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[Extra asset source](../examples/asset/extra_source.rs) | Load an asset from a non-standard asset source
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[Hot Reloading of Assets](../examples/asset/hot_asset_reloading.rs) | Demonstrates automatic reloading of assets when modified on disk
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[Repeated texture configuration](../examples/asset/repeated_texture.rs) | How to configure the texture to repeat instead of the default clamp to edges
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## Async Tasks
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99
examples/asset/repeated_texture.rs
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99
examples/asset/repeated_texture.rs
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@ -0,0 +1,99 @@
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//! By default Bevy loads images to textures that clamps the image to the edges
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//! This example shows how to configure it to repeat the image instead.
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use bevy::{
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math::Affine2,
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prelude::*,
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render::texture::{
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ImageAddressMode, ImageLoaderSettings, ImageSampler, ImageSamplerDescriptor,
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},
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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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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let image_with_default_sampler =
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asset_server.load("textures/fantasy_ui_borders/panel-border-010.png");
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// central cube with not repeated texture
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commands.spawn(PbrBundle {
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mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
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material: materials.add(StandardMaterial {
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base_color_texture: Some(image_with_default_sampler.clone()),
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..default()
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}),
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transform: Transform::from_translation(Vec3::ZERO),
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..default()
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});
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// left cube with repeated texture
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commands.spawn(PbrBundle {
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mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
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material: materials.add(StandardMaterial {
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base_color_texture: Some(asset_server.load_with_settings(
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"textures/fantasy_ui_borders/panel-border-010-repeated.png",
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|s: &mut _| {
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*s = ImageLoaderSettings {
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sampler: ImageSampler::Descriptor(ImageSamplerDescriptor {
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// rewriting mode to repeat image,
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address_mode_u: ImageAddressMode::Repeat,
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address_mode_v: ImageAddressMode::Repeat,
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..default()
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}),
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..default()
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}
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},
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)),
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// uv_transform used here for proportions only, but it is full Affine2
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// that's why you can use rotation and shift also
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uv_transform: Affine2::from_scale(Vec2::new(2., 3.)),
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..default()
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}),
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transform: Transform::from_xyz(-1.5, 0.0, 0.0),
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..default()
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});
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// right cube with scaled texture, because with default sampler
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commands.spawn(PbrBundle {
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mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
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material: materials.add(StandardMaterial {
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// there is no sampler set, that's why
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// by default you see only one small image in a row/column
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// and other space is filled by image edge
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base_color_texture: Some(image_with_default_sampler),
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// uv_transform used here for proportions only, but it is full Affine2
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// that's why you can use rotation and shift also
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uv_transform: Affine2::from_scale(Vec2::new(2., 3.)),
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..default()
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}),
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transform: Transform::from_xyz(1.5, 0.0, 0.0),
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..default()
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});
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// light
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 1.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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