bevy/examples/3d/texture.rs
2020-07-10 01:06:21 -07:00

102 lines
3.3 KiB
Rust

use bevy::prelude::*;
fn main() {
App::build()
.add_default_plugins()
.add_startup_system(setup.system())
.run();
}
/// sets up a scene with textured entities
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut textures: ResMut<Assets<Texture>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// load a texture
let texture_handle = asset_server
.load_sync(&mut textures, "assets/branding/bevy_logo_dark_big.png")
.unwrap();
let texture = textures.get(&texture_handle).unwrap();
let aspect = texture.aspect();
// create a new quad mesh. this is what we will apply the texture to
let quad_width = 8.0;
let quad_handle = meshes.add(Mesh::from(shape::Quad::new(Vec2::new(
quad_width,
quad_width * aspect,
))));
// this material renders the texture normally
let material_handle = materials.add(StandardMaterial {
albedo_texture: Some(texture_handle),
shaded: false,
..Default::default()
});
// this material modulates the texture to make it red (and slightly transparent)
let red_material_handle = materials.add(StandardMaterial {
albedo: Color::rgba(1.0, 0.0, 0.0, 0.5),
albedo_texture: Some(texture_handle),
shaded: false,
..Default::default()
});
// and lets make this one blue! (and also slightly transparent)
let blue_material_handle = materials.add(StandardMaterial {
albedo: Color::rgba(0.0, 0.0, 1.0, 0.5),
albedo_texture: Some(texture_handle),
shaded: false,
..Default::default()
});
// add entities to the world
commands
// textured quad - normal
.spawn(PbrComponents {
mesh: quad_handle,
material: material_handle,
translation: Translation::new(0.0, 0.0, -1.5),
rotation: Rotation(Quat::from_rotation_x(std::f32::consts::PI / 5.0)),
draw: Draw {
is_transparent: true,
..Default::default()
},
..Default::default()
})
// textured quad - modulated
.spawn(PbrComponents {
mesh: quad_handle,
material: red_material_handle,
translation: Translation::new(0.0, 0.0, 0.0),
rotation: Rotation(Quat::from_rotation_x(std::f32::consts::PI / 5.0)),
draw: Draw {
is_transparent: true,
..Default::default()
},
..Default::default()
})
// textured quad - modulated
.spawn(PbrComponents {
mesh: quad_handle,
material: blue_material_handle,
translation: Translation::new(0.0, 0.0, 1.5),
rotation: Rotation(Quat::from_rotation_x(std::f32::consts::PI / 5.0)),
draw: Draw {
is_transparent: true,
..Default::default()
},
..Default::default()
})
// camera
.spawn(PerspectiveCameraComponents {
transform: Transform::new_sync_disabled(Mat4::face_toward(
Vec3::new(3.0, 5.0, -8.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 1.0, 0.0),
)),
..Default::default()
});
}