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# Objective Fixes #7295 Should we maybe default to 4x if 2x/8x is selected but not supported? --- ## Changelog - Added 2x and 8x sample counts for MSAA.
65 lines
1.8 KiB
Rust
65 lines
1.8 KiB
Rust
//! This example shows how to configure Multi-Sample Anti-Aliasing. Setting the sample count higher
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//! will result in smoother edges, but it will also increase the cost to render those edges. The
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//! range should generally be somewhere between 1 (no multi sampling, but cheap) to 8 (crisp but
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//! expensive).
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//! Note that web currently only supports 1 or 4 samples.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.insert_resource(Msaa::default())
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_system(cycle_msaa)
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.run();
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}
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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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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info!("Press '1/2/4/8' respectively to set MSAA sample count");
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info!("Using 4x MSAA");
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// cube
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })),
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material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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..default()
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});
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// light
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commands.spawn(PointLightBundle {
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-3.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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fn cycle_msaa(input: Res<Input<KeyCode>>, mut msaa: ResMut<Msaa>) {
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if input.just_pressed(KeyCode::Key1) {
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info!("Not using MSAA");
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*msaa = Msaa::Off;
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}
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if input.just_pressed(KeyCode::Key2) {
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info!("Using 2x MSAA");
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*msaa = Msaa::Sample2;
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}
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if input.just_pressed(KeyCode::Key4) {
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info!("Using 4x MSAA");
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*msaa = Msaa::Sample4;
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}
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if input.just_pressed(KeyCode::Key8) {
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info!("Using 8x MSAA");
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*msaa = Msaa::Sample8;
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}
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}
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