bevy/examples/texture.rs

78 lines
2.7 KiB
Rust

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 texture_storage = resources.get_mut::<AssetStorage<Texture>>().unwrap();
let texture = Texture::load(TextureType::Png(
concat!(env!("CARGO_MANIFEST_DIR"), "/assets/bevy_logo_dark_big.png").to_string(),
));
let aspect = texture.height as f32 / texture.width as f32;
let texture_handle = texture_storage.add(texture);
// create a new quad mesh. this is what we will apply the texture to
let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
let quad_width = 8.0;
let quad_handle = mesh_storage.add(Mesh::from(shape::Quad {
size: Vec2::new(quad_width, quad_width * aspect),
}));
// create materials that use our new texture
let mut material_storage = resources
.get_mut::<AssetStorage<StandardMaterial>>()
.unwrap();
// this material renders the texture normally
let material_handle = material_storage.add(StandardMaterial {
albedo_texture: Some(texture_handle),
..Default::default()
});
// this material modulates the texture to make it red
let modulated_material_handle = material_storage.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()
});
}