use bevy::{ prelude::*, render::render_graph_2::{ShaderUniforms, StandardMaterial}, }; fn main() { AppBuilder::new().add_defaults().setup_world(setup).run(); } fn setup(world: &mut World) { let cube = Mesh::load(MeshType::Cube); let plane = Mesh::load(MeshType::Plane { size: 10.0 }); let (cube_handle, plane_handle) = { let mut mesh_storage = world.resources.get_mut::>().unwrap(); (mesh_storage.add(cube), mesh_storage.add(plane)) }; world .build() // plane .add_archetype(NewMeshEntity { mesh: plane_handle.clone(), material: StandardMaterial { albedo: math::vec4(0.1, 0.2, 0.1, 1.0), }, shader_uniforms: ShaderUniforms::new(), local_to_world: LocalToWorld::identity(), translation: Translation::new(0.0, 0.0, 0.0), }) // cube .add_archetype(NewMeshEntity { mesh: cube_handle.clone(), material: StandardMaterial { albedo: math::vec4(0.5, 0.3, 0.3, 1.0), }, shader_uniforms: ShaderUniforms::new(), local_to_world: LocalToWorld::identity(), translation: Translation::new(0.0, 0.0, 1.0), }) // light .add_archetype(LightEntity { light: 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, }, local_to_world: LocalToWorld::identity(), translation: Translation::new(4.0, -4.0, 5.0), rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0), }) // camera .add_archetype(CameraEntity { camera: Camera::new(CameraType::Projection { fov: std::f32::consts::PI / 4.0, near: 1.0, far: 1000.0, aspect_ratio: 1.0, }), active_camera: ActiveCamera, 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), )), }) .build(); }