use bevy::prelude::*; fn main() { App::build() .add_default_plugins() .add_startup_system(setup) .run(); } /// sets up a scene with textured entities fn setup(world: &mut World, resources: &mut Resources) { // load a texture let mut textures = resources.get_mut::>().unwrap(); let texture_path = concat!( env!("CARGO_MANIFEST_DIR"), "/assets/branding/bevy_logo_dark_big.png" ); let texture = Texture::load(TextureType::Png(texture_path.to_string())); let aspect = texture.aspect(); let texture_handle = textures.add(texture); // create a new quad mesh. this is what we will apply the texture to let mut meshes = resources.get_mut::>().unwrap(); let quad_width = 8.0; let quad_handle = meshes.add(Mesh::from(shape::Quad { size: Vec2::new(quad_width, quad_width * aspect), })); // create materials that use our new texture let mut materials = resources .get_mut::>() .unwrap(); // this material renders the texture normally let material_handle = materials.add(StandardMaterial { albedo_texture: Some(texture_handle), ..Default::default() }); // this material modulates the texture to make it red let modulated_material_handle = materials.add(StandardMaterial { albedo: Color::rgba(1.0, 0.0, 0.0, 0.5), albedo_texture: Some(texture_handle), ..Default::default() }); // add entities to the world world .build() // textured quad - normal .add_entity(MeshEntity { mesh: quad_handle, material: material_handle, translation: Translation::new(0.0, 0.0, 0.0), rotation: Rotation::from_euler_angles(0.0, std::f32::consts::PI / 3.0, 0.0), ..Default::default() }) // textured quad - modulated .add_entity(MeshEntity { mesh: quad_handle, material: modulated_material_handle, translation: Translation::new(0.0, 1.5, 0.0), rotation: Rotation::from_euler_angles(0.0, std::f32::consts::PI / 3.0, 0.0), ..Default::default() }) // light .add_entity(LightEntity { translation: Translation::new(0.0, -5.0, 0.0), ..Default::default() }) // camera .add_entity(CameraEntity { 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), )), ..Default::default() }); }