mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
aefe1f0739
Co-authored-by: Mike <mike.hsu@gmail.com>
65 lines
1.8 KiB
Rust
65 lines
1.8 KiB
Rust
//! This example shows how to configure Multi-Sample Anti-Aliasing. Setting the sample count higher
|
|
//! will result in smoother edges, but it will also increase the cost to render those edges. The
|
|
//! range should generally be somewhere between 1 (no multi sampling, but cheap) to 8 (crisp but
|
|
//! expensive).
|
|
//! Note that web currently only supports 1 or 4 samples.
|
|
|
|
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.insert_resource(Msaa::default())
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, cycle_msaa)
|
|
.run();
|
|
}
|
|
|
|
/// set up a simple 3D scene
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
info!("Press '1/2/4/8' respectively to set MSAA sample count");
|
|
info!("Using 4x MSAA");
|
|
|
|
// cube
|
|
commands.spawn(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })),
|
|
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
|
|
..default()
|
|
});
|
|
// light
|
|
commands.spawn(PointLightBundle {
|
|
transform: Transform::from_xyz(4.0, 8.0, 4.0),
|
|
..default()
|
|
});
|
|
// camera
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(-3.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
fn cycle_msaa(input: Res<Input<KeyCode>>, mut msaa: ResMut<Msaa>) {
|
|
if input.just_pressed(KeyCode::Key1) {
|
|
info!("Not using MSAA");
|
|
*msaa = Msaa::Off;
|
|
}
|
|
|
|
if input.just_pressed(KeyCode::Key2) {
|
|
info!("Using 2x MSAA");
|
|
*msaa = Msaa::Sample2;
|
|
}
|
|
|
|
if input.just_pressed(KeyCode::Key4) {
|
|
info!("Using 4x MSAA");
|
|
*msaa = Msaa::Sample4;
|
|
}
|
|
|
|
if input.just_pressed(KeyCode::Key8) {
|
|
info!("Using 8x MSAA");
|
|
*msaa = Msaa::Sample8;
|
|
}
|
|
}
|