use bevy::prelude::*; fn main() { App::build() .add_default_plugins() .add_startup_system(setup.system()) .run(); } /// sets up a scene with textured entities fn setup( mut commands: Commands, asset_server: Res, mut meshes: ResMut>, mut textures: ResMut>, mut materials: ResMut>, ) { // load a texture let texture_handle = asset_server .load_sync(&mut textures, "assets/branding/bevy_logo_dark_big.png") .unwrap(); let texture = textures.get(&texture_handle).unwrap(); let aspect = texture.aspect(); // create a new quad mesh. this is what we will apply the texture to let quad_width = 8.0; let quad_handle = meshes.add(Mesh::from(shape::Quad::new(Vec2::new( quad_width, quad_width * aspect, )))); // this material renders the texture normally let material_handle = materials.add(StandardMaterial { albedo_texture: Some(texture_handle), shaded: false, ..Default::default() }); // this material modulates the texture to make it red (and slightly transparent) let red_material_handle = materials.add(StandardMaterial { albedo: Color::rgba(1.0, 0.0, 0.0, 0.5), albedo_texture: Some(texture_handle), shaded: false, ..Default::default() }); // and lets make this one blue! (and also slightly transparent) let blue_material_handle = materials.add(StandardMaterial { albedo: Color::rgba(0.0, 0.0, 1.0, 0.5), albedo_texture: Some(texture_handle), shaded: false, ..Default::default() }); // add entities to the world commands // textured quad - normal .spawn(PbrComponents { mesh: quad_handle, material: material_handle, translation: Translation::new(0.0, 0.0, -1.5), rotation: Rotation(Quat::from_rotation_x(std::f32::consts::PI / 5.0)), draw: Draw { is_transparent: true, ..Default::default() }, ..Default::default() }) // textured quad - modulated .spawn(PbrComponents { mesh: quad_handle, material: red_material_handle, translation: Translation::new(0.0, 0.0, 0.0), rotation: Rotation(Quat::from_rotation_x(std::f32::consts::PI / 5.0)), draw: Draw { is_transparent: true, ..Default::default() }, ..Default::default() }) // textured quad - modulated .spawn(PbrComponents { mesh: quad_handle, material: blue_material_handle, translation: Translation::new(0.0, 0.0, 1.5), rotation: Rotation(Quat::from_rotation_x(std::f32::consts::PI / 5.0)), draw: Draw { is_transparent: true, ..Default::default() }, ..Default::default() }) // camera .spawn(PerspectiveCameraComponents { transform: Transform::new_sync_disabled(Mat4::face_toward( Vec3::new(3.0, 5.0, -8.0), Vec3::new(0.0, 0.0, 0.0), Vec3::new(0.0, 1.0, 0.0), )), ..Default::default() }); }