mirror of
https://github.com/bevyengine/bevy
synced 2024-11-24 21:53:07 +00:00
40640fdf42
# Objective Fixes #15940 ## Solution Remove the `pub use` and fix the compile errors. Make `bevy_image` available as `bevy::image`. ## Testing Feature Frenzy would be good here! Maybe I'll learn how to use it if I have some time this weekend, or maybe a reviewer can use it. ## Migration Guide Use `bevy_image` instead of `bevy_render::texture` items. --------- Co-authored-by: chompaa <antony.m.3012@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
93 lines
3.2 KiB
Rust
93 lines
3.2 KiB
Rust
//! By default Bevy loads images to textures that clamps the image to the edges
|
|
//! This example shows how to configure it to repeat the image instead.
|
|
|
|
use bevy::{
|
|
image::{ImageAddressMode, ImageLoaderSettings, ImageSampler, ImageSamplerDescriptor},
|
|
math::Affine2,
|
|
prelude::*,
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
let image_with_default_sampler =
|
|
asset_server.load("textures/fantasy_ui_borders/panel-border-010.png");
|
|
|
|
// central cube with not repeated texture
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color_texture: Some(image_with_default_sampler.clone()),
|
|
..default()
|
|
})),
|
|
Transform::from_translation(Vec3::ZERO),
|
|
));
|
|
|
|
// left cube with repeated texture
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color_texture: Some(asset_server.load_with_settings(
|
|
"textures/fantasy_ui_borders/panel-border-010-repeated.png",
|
|
|s: &mut _| {
|
|
*s = ImageLoaderSettings {
|
|
sampler: ImageSampler::Descriptor(ImageSamplerDescriptor {
|
|
// rewriting mode to repeat image,
|
|
address_mode_u: ImageAddressMode::Repeat,
|
|
address_mode_v: ImageAddressMode::Repeat,
|
|
..default()
|
|
}),
|
|
..default()
|
|
}
|
|
},
|
|
)),
|
|
|
|
// uv_transform used here for proportions only, but it is full Affine2
|
|
// that's why you can use rotation and shift also
|
|
uv_transform: Affine2::from_scale(Vec2::new(2., 3.)),
|
|
..default()
|
|
})),
|
|
Transform::from_xyz(-1.5, 0.0, 0.0),
|
|
));
|
|
|
|
// right cube with scaled texture, because with default sampler
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
// there is no sampler set, that's why
|
|
// by default you see only one small image in a row/column
|
|
// and other space is filled by image edge
|
|
base_color_texture: Some(image_with_default_sampler),
|
|
|
|
// uv_transform used here for proportions only, but it is full Affine2
|
|
// that's why you can use rotation and shift also
|
|
uv_transform: Affine2::from_scale(Vec2::new(2., 3.)),
|
|
..default()
|
|
})),
|
|
Transform::from_xyz(1.5, 0.0, 0.0),
|
|
));
|
|
|
|
// light
|
|
commands.spawn((
|
|
PointLight {
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(4.0, 8.0, 4.0),
|
|
));
|
|
// camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(0.0, 1.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
}
|