bevy/examples/3d/z_sort_debug.rs
Carter Anderson 41dc8a5967 render: add front-to-back drawing
MainPassNodes now have assigned cameras and draw using those camera's VisibleEntities
2020-06-23 16:52:50 -07:00

93 lines
3.2 KiB
Rust

use bevy::prelude::*;
struct Rotator;
fn main() {
App::build()
.add_default_plugins()
.add_startup_system(setup.system())
.add_system(rotator_system.system())
.add_system(camera_order_color_system.system())
.run();
}
/// rotates the parent, which will result in the child also rotating
fn rotator_system(time: Res<Time>, _rotator: ComMut<Rotator>, mut rotation: ComMut<Rotation>) {
rotation.0 = rotation.0 * Quat::from_rotation_x(3.0 * time.delta_seconds);
}
fn camera_order_color_system(
world: &mut SubWorld,
mut materials: ResMut<Assets<StandardMaterial>>,
camera_query: &mut Query<(Read<Camera>, Read<VisibleEntities>)>,
_material_query: &mut Query<Read<Handle<StandardMaterial>>>,
) {
for (_camera, visible_entities) in camera_query.iter(world) {
for visible_entity in visible_entities.iter() {
if let Some(material_handle) = world.get_component::<Handle<StandardMaterial>>(visible_entity.entity) {
let material = materials.get_mut(&material_handle).unwrap();
let value = 1.0 - (20.0 + visible_entity.order.0) / 7.0;
material.albedo = Color::rgb(value, value, value);
}
}
}
}
/// set up a simple scene with a "parent" cube and a "child" cube
fn setup(
command_buffer: &mut CommandBuffer,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
command_buffer
.build()
// parent cube
.add_entity(MeshEntity {
mesh: cube_handle,
material: materials.add(StandardMaterial {
shaded: false,
..Default::default()
}),
translation: Translation::new(0.0, 0.0, 1.0),
..Default::default()
})
.add(Rotator)
.add_children(|builder| {
// child cubes
builder
.add_entity(MeshEntity {
mesh: cube_handle,
material: materials.add(StandardMaterial {
shaded: false,
..Default::default()
}),
translation: Translation::new(0.0, 0.0, 3.0),
..Default::default()
})
.add_entity(MeshEntity {
mesh: cube_handle,
material: materials.add(StandardMaterial {
shaded: false,
..Default::default()
}),
translation: Translation::new(0.0, 0.0, -3.0),
..Default::default()
})
})
// light
.add_entity(LightEntity {
translation: Translation::new(4.0, -4.0, 5.0),
..Default::default()
})
// camera
.add_entity(PerspectiveCameraEntity {
transform: Transform::new_sync_disabled(Mat4::look_at_rh(
Vec3::new(5.0, 10.0, 10.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 0.0, 1.0),
)),
..Default::default()
});
}