mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
15b19b930c
# Objective The `WgpuSettings` resource is only used during plugin build. Move it into the `RenderPlugin` struct. Changing these settings requires re-initializing the render context, which is currently not supported. If it is supported in the future it should probably be more explicit than changing a field on a resource, maybe something similar to the `CreateWindow` event. ## Migration Guide ```rust // Before (0.9) App::new() .insert_resource(WgpuSettings { .. }) .add_plugins(DefaultPlugins) // After (0.10) App::new() .add_plugins(DefaultPlugins.set(RenderPlugin { wgpu_settings: WgpuSettings { .. }, })) ``` Co-authored-by: devil-ira <justthecooldude@gmail.com>
58 lines
1.7 KiB
Rust
58 lines
1.7 KiB
Rust
//! Showcases wireframe rendering.
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use bevy::{
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pbr::wireframe::{Wireframe, WireframeConfig, WireframePlugin},
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prelude::*,
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render::{render_resource::WgpuFeatures, settings::WgpuSettings, RenderPlugin},
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(RenderPlugin {
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wgpu_settings: WgpuSettings {
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features: WgpuFeatures::POLYGON_MODE_LINE,
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..default()
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},
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}))
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.add_plugin(WireframePlugin)
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.add_startup_system(setup)
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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 wireframe_config: ResMut<WireframeConfig>,
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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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// To draw the wireframe on all entities, set this to 'true'
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wireframe_config.global = false;
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// plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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..default()
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});
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// cube
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..default()
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},
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// This enables wireframe drawing on this entity
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Wireframe,
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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(-2.0, 2.5, 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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