bevy/examples/instancing.rs
Carter Anderson 28fb0fdfc8 Reflect Vertex Buffer Attributes
Must follow VertexBufferDescriptorName_AttributeName format

I_VertexBufferDescriptorName_AttributeName indicates that an attribute is instanced

Currently all attributes must be defined in shaders or offsets will be incorrect.
2020-03-17 13:20:54 -07:00

107 lines
3.6 KiB
Rust

use bevy::prelude::*;
use rand::{rngs::StdRng, Rng, SeedableRng};
fn main() {
AppBuilder::new()
.add_defaults()
.add_system(build_move_system())
.add_system(bevy::diagnostics::build_fps_printer_system())
.setup_world(setup)
.run();
}
fn build_move_system() -> Box<dyn Schedulable> {
SystemBuilder::new("Move")
.read_resource::<Time>()
.write_resource::<AssetStorage<StandardMaterial>>()
.with_query(<(Write<Translation>, Read<Handle<StandardMaterial>>)>::query())
.build(move |_, world, (time, material_storage), person_query| {
for (mut translation, material_handle) in person_query.iter_mut(world) {
let material = material_storage.get_mut(&material_handle).unwrap();
translation.0 += math::vec3(1.0, 0.0, 0.0) * time.delta_seconds;
if let ColorSource::Color(ref mut color) = material.albedo {
*color = *color
+ Color::rgb(-time.delta_seconds, -time.delta_seconds, time.delta_seconds);
}
}
})
}
fn setup(world: &mut World, resources: &mut Resources) {
let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
let mut material_storage = resources
.get_mut::<AssetStorage<StandardMaterial>>()
.unwrap();
let cube_handle = mesh_storage.add(Mesh::load(MeshType::Cube));
let plane_handle = mesh_storage.add(Mesh::load(MeshType::Plane { size: 10.0 }));
let cube_material_handle = material_storage.add(StandardMaterial {
albedo: Color::rgb(0.5, 0.4, 0.3).into(),
});
let plane_material_handle = material_storage.add(StandardMaterial {
albedo: Color::rgb(0.1, 0.2, 0.1).into(),
});
let mut builder = world
.build()
// plane
.add_entity(MeshEntity {
mesh: plane_handle,
material: plane_material_handle,
..Default::default()
})
// cube
.add_entity(MeshEntity {
mesh: cube_handle,
material: cube_material_handle,
translation: Translation::new(0.0, 0.0, 1.0),
..Default::default()
})
// light
.add_entity(LightEntity {
translation: Translation::new(4.0, -4.0, 5.0),
..Default::default()
})
// camera
.add_entity(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),
)),
});
let mut rng = StdRng::from_entropy();
for _ in 0..500 {
let spawned_material_handle = material_storage.add(StandardMaterial {
albedo: Color::rgb(
rng.gen_range(0.0, 1.0),
rng.gen_range(0.0, 1.0),
rng.gen_range(0.0, 1.0),
)
.into(),
});
builder = builder.add_entity(MeshEntity {
mesh: cube_handle,
material: spawned_material_handle,
translation: Translation::new(
rng.gen_range(-50.0, 50.0),
rng.gen_range(-50.0, 50.0),
0.0,
),
renderable: Renderable {
instanced: true,
..Default::default()
},
..Default::default()
})
}
builder.build();
}