mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +00:00
77 lines
2.5 KiB
Rust
77 lines
2.5 KiB
Rust
use bevy::prelude::*;
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fn main() {
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App::build()
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.add_default_plugins()
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.add_startup_system(setup.system())
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.run();
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}
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/// sets up a scene with textured entities
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fn setup(
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command_buffer: &mut CommandBuffer,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut textures: ResMut<Assets<Texture>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// load a texture
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let texture_handle = asset_server
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.load_sync(&mut textures, "assets/branding/bevy_logo_dark_big.png")
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.unwrap();
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let texture = textures.get(&texture_handle).unwrap();
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let aspect = texture.aspect();
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// create a new quad mesh. this is what we will apply the texture to
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let quad_width = 8.0;
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let quad_handle = meshes.add(Mesh::from(shape::Quad {
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size: Vec2::new(quad_width, quad_width * aspect),
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}));
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// this material renders the texture normally
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let material_handle = materials.add(StandardMaterial {
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albedo_texture: Some(texture_handle),
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..Default::default()
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});
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// this material modulates the texture to make it red
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let modulated_material_handle = materials.add(StandardMaterial {
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albedo: Color::rgba(1.0, 0.0, 0.0, 0.5),
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albedo_texture: Some(texture_handle),
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..Default::default()
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});
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// add entities to the world
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command_buffer
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.build()
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// textured quad - normal
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.add_entity(MeshEntity {
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mesh: quad_handle,
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material: material_handle,
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translation: Translation::new(0.0, 0.0, 0.0),
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rotation: Rotation::from_euler_angles(0.0, std::f32::consts::PI / 3.0, 0.0),
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..Default::default()
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})
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// textured quad - modulated
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.add_entity(MeshEntity {
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mesh: quad_handle,
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material: modulated_material_handle,
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translation: Translation::new(0.0, 1.5, 0.0),
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rotation: Rotation::from_euler_angles(0.0, std::f32::consts::PI / 3.0, 0.0),
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..Default::default()
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})
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// light
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.add_entity(LightEntity {
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translation: Translation::new(0.0, -5.0, 0.0),
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..Default::default()
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})
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// camera
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.add_entity(PerspectiveCameraEntity {
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transform: Transform::new_sync_disabled(Mat4::look_at_rh(
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Vec3::new(3.0, -8.0, 5.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 1.0),
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)),
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..Default::default()
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});
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}
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