use bevy::{ asset::*, math::{Mat4, Vec3}, render::*, *, }; fn main() { AppBuilder::new().add_defaults().setup_world(setup).run(); } fn setup(world: &mut World) { let cube_handle = { let mut mesh_storage = world.resources.get_mut::>().unwrap(); let cube = Mesh::load(MeshType::Cube); (mesh_storage.add(cube)) }; let texture_handle = { let mut texture_storage = world.resources.get_mut::>().unwrap(); let texture = Texture::load(TextureType::Data(create_texels(256))); (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), )), )], ); }