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https://github.com/bevyengine/bevy
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1ba7429371
# Objective Provide a starting point for #3951, or a partial solution. Providing a few comment blocks to discuss, and hopefully find better one in the process. ## Solution Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. ## Changelog - Moved some existing comments from main() functions in the 2d examples to the file header level - Wrote some more comment blocks for most other 2d examples TODO: - [x] 2d/sprite_sheet, wasnt able to come up with something good yet - [x] all other example groups... Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
94 lines
2.9 KiB
Rust
94 lines
2.9 KiB
Rust
//! This example shows various ways to configure texture materials in 3D.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.run();
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}
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/// sets up a scene with textured entities
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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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// load a texture and retrieve its aspect ratio
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let texture_handle = asset_server.load("branding/bevy_logo_dark_big.png");
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let aspect = 0.25;
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// create a new quad mesh. this is what we will apply the texture to
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let quad_width = 8.0;
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let quad_handle = meshes.add(Mesh::from(shape::Quad::new(Vec2::new(
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quad_width,
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quad_width * aspect,
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))));
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// this material renders the texture normally
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let material_handle = materials.add(StandardMaterial {
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base_color_texture: Some(texture_handle.clone()),
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alpha_mode: AlphaMode::Blend,
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unlit: true,
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..default()
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});
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// this material modulates the texture to make it red (and slightly transparent)
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let red_material_handle = materials.add(StandardMaterial {
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base_color: Color::rgba(1.0, 0.0, 0.0, 0.5),
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base_color_texture: Some(texture_handle.clone()),
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alpha_mode: AlphaMode::Blend,
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unlit: true,
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..default()
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});
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// and lets make this one blue! (and also slightly transparent)
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let blue_material_handle = materials.add(StandardMaterial {
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base_color: Color::rgba(0.0, 0.0, 1.0, 0.5),
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base_color_texture: Some(texture_handle),
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alpha_mode: AlphaMode::Blend,
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unlit: true,
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..default()
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});
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// textured quad - normal
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commands.spawn_bundle(PbrBundle {
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mesh: quad_handle.clone(),
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material: material_handle,
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transform: Transform {
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translation: Vec3::new(0.0, 0.0, 1.5),
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rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
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..default()
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},
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..default()
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});
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// textured quad - modulated
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commands.spawn_bundle(PbrBundle {
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mesh: quad_handle.clone(),
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material: red_material_handle,
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transform: Transform {
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translation: Vec3::new(0.0, 0.0, 0.0),
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rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
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..default()
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},
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..default()
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});
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// textured quad - modulated
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commands.spawn_bundle(PbrBundle {
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mesh: quad_handle,
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material: blue_material_handle,
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transform: Transform {
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translation: Vec3::new(0.0, 0.0, -1.5),
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rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
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..default()
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},
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..default()
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});
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// camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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