mirror of
https://github.com/bevyengine/bevy
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30d84519a2
# Objective Bevy seems to want to standardize on "American English" spellings. Not sure if this is laid out anywhere in writing, but see also #15947. While perusing the docs for `typos`, I noticed that it has a `locale` config option and tried it out. ## Solution Switch to `en-us` locale in the `typos` config and run `typos -w` ## Migration Guide The following methods or fields have been renamed from `*dependants*` to `*dependents*`. - `ProcessorAssetInfo::dependants` - `ProcessorAssetInfos::add_dependant` - `ProcessorAssetInfos::non_existent_dependants` - `AssetInfo::dependants_waiting_on_load` - `AssetInfo::dependants_waiting_on_recursive_dep_load` - `AssetInfos::loader_dependants` - `AssetInfos::remove_dependants_and_labels`
326 lines
9.2 KiB
Rust
326 lines
9.2 KiB
Rust
//! This example showcases different blend modes.
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//!
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//! ## Controls
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//!
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//! | Key Binding | Action |
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//! |:-------------------|:------------------------------------|
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//! | `Up` / `Down` | Increase / Decrease Alpha |
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//! | `Left` / `Right` | Rotate Camera |
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//! | `H` | Toggle HDR |
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//! | `Spacebar` | Toggle Unlit |
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//! | `C` | Randomize Colors |
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use bevy::{color::palettes::css::ORANGE, prelude::*};
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use rand::random;
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fn main() {
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let mut app = App::new();
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app.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, example_control_system);
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// Unfortunately, MSAA and HDR are not supported simultaneously under WebGL.
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// Since this example uses HDR, we must disable MSAA for Wasm builds, at least
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// until WebGPU is ready and no longer behind a feature flag in Web browsers.
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#[cfg(target_arch = "wasm32")]
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app.insert_resource(Msaa::Off);
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app.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 meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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let base_color = Color::srgb(0.9, 0.2, 0.3);
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let icosphere_mesh = meshes.add(Sphere::new(0.9).mesh().ico(7).unwrap());
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// Opaque
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let opaque = commands
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.spawn((
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Mesh3d(icosphere_mesh.clone()),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color,
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alpha_mode: AlphaMode::Opaque,
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..default()
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})),
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Transform::from_xyz(-4.0, 0.0, 0.0),
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ExampleControls {
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unlit: true,
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color: true,
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},
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))
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.id();
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// Blend
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let blend = commands
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.spawn((
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Mesh3d(icosphere_mesh.clone()),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color,
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alpha_mode: AlphaMode::Blend,
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..default()
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})),
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Transform::from_xyz(-2.0, 0.0, 0.0),
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ExampleControls {
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unlit: true,
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color: true,
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},
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))
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.id();
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// Premultiplied
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let premultiplied = commands
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.spawn((
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Mesh3d(icosphere_mesh.clone()),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color,
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alpha_mode: AlphaMode::Premultiplied,
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..default()
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})),
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Transform::from_xyz(0.0, 0.0, 0.0),
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ExampleControls {
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unlit: true,
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color: true,
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},
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))
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.id();
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// Add
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let add = commands
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.spawn((
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Mesh3d(icosphere_mesh.clone()),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color,
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alpha_mode: AlphaMode::Add,
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..default()
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})),
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Transform::from_xyz(2.0, 0.0, 0.0),
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ExampleControls {
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unlit: true,
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color: true,
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},
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))
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.id();
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// Multiply
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let multiply = commands
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.spawn((
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Mesh3d(icosphere_mesh),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color,
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alpha_mode: AlphaMode::Multiply,
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..default()
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})),
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Transform::from_xyz(4.0, 0.0, 0.0),
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ExampleControls {
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unlit: true,
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color: true,
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},
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))
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.id();
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// Chessboard Plane
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let black_material = materials.add(Color::BLACK);
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let white_material = materials.add(Color::WHITE);
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let plane_mesh = meshes.add(Plane3d::default().mesh().size(2.0, 2.0));
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for x in -3..4 {
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for z in -3..4 {
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commands.spawn((
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Mesh3d(plane_mesh.clone()),
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MeshMaterial3d(if (x + z) % 2 == 0 {
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black_material.clone()
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} else {
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white_material.clone()
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}),
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Transform::from_xyz(x as f32 * 2.0, -1.0, z as f32 * 2.0),
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ExampleControls {
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unlit: false,
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color: true,
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},
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));
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}
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}
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// Light
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commands.spawn((PointLight::default(), Transform::from_xyz(4.0, 8.0, 4.0)));
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// Camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.0, 2.5, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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// Controls Text
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// We need the full version of this font so we can use box drawing characters.
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let text_style = TextFont {
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font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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..default()
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};
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let label_text_style = (text_style.clone(), TextColor(ORANGE.into()));
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commands.spawn((Text::new("Up / Down — Increase / Decrease Alpha\nLeft / Right — Rotate Camera\nH - Toggle HDR\nSpacebar — Toggle Unlit\nC — Randomize Colors"),
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text_style.clone(),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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})
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);
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commands.spawn((
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Text::default(),
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text_style,
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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right: Val::Px(12.0),
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..default()
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},
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ExampleDisplay,
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));
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let mut label = |entity: Entity, label: &str| {
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commands
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.spawn((
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Node {
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position_type: PositionType::Absolute,
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..default()
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},
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ExampleLabel { entity },
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))
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.with_children(|parent| {
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parent.spawn((
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Text::new(label),
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label_text_style.clone(),
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::ZERO,
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..default()
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},
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TextLayout::default().with_no_wrap(),
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));
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});
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};
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label(opaque, "┌─ Opaque\n│\n│\n│\n│");
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label(blend, "┌─ Blend\n│\n│\n│");
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label(premultiplied, "┌─ Premultiplied\n│\n│");
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label(add, "┌─ Add\n│");
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label(multiply, "┌─ Multiply");
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}
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#[derive(Component)]
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struct ExampleControls {
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unlit: bool,
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color: bool,
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}
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#[derive(Component)]
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struct ExampleLabel {
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entity: Entity,
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}
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struct ExampleState {
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alpha: f32,
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unlit: bool,
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}
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#[derive(Component)]
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struct ExampleDisplay;
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impl Default for ExampleState {
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fn default() -> Self {
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ExampleState {
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alpha: 0.9,
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unlit: false,
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}
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}
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}
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#[allow(clippy::too_many_arguments)]
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fn example_control_system(
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mut materials: ResMut<Assets<StandardMaterial>>,
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controllable: Query<(&MeshMaterial3d<StandardMaterial>, &ExampleControls)>,
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camera: Single<(&mut Camera, &mut Transform, &GlobalTransform), With<Camera3d>>,
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mut labels: Query<(&mut Node, &ExampleLabel)>,
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mut display: Single<&mut Text, With<ExampleDisplay>>,
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labeled: Query<&GlobalTransform>,
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mut state: Local<ExampleState>,
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time: Res<Time>,
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input: Res<ButtonInput<KeyCode>>,
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) {
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if input.pressed(KeyCode::ArrowUp) {
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state.alpha = (state.alpha + time.delta_secs()).min(1.0);
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} else if input.pressed(KeyCode::ArrowDown) {
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state.alpha = (state.alpha - time.delta_secs()).max(0.0);
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}
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if input.just_pressed(KeyCode::Space) {
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state.unlit = !state.unlit;
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}
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let randomize_colors = input.just_pressed(KeyCode::KeyC);
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for (material_handle, controls) in &controllable {
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let material = materials.get_mut(material_handle).unwrap();
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if controls.color && randomize_colors {
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material.base_color = Srgba {
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red: random(),
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green: random(),
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blue: random(),
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alpha: state.alpha,
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}
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.into();
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} else {
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material.base_color.set_alpha(state.alpha);
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}
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if controls.unlit {
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material.unlit = state.unlit;
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}
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}
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let (mut camera, mut camera_transform, camera_global_transform) = camera.into_inner();
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if input.just_pressed(KeyCode::KeyH) {
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camera.hdr = !camera.hdr;
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}
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let rotation = if input.pressed(KeyCode::ArrowLeft) {
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time.delta_secs()
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} else if input.pressed(KeyCode::ArrowRight) {
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-time.delta_secs()
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} else {
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0.0
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};
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camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(rotation));
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for (mut node, label) in &mut labels {
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let world_position = labeled.get(label.entity).unwrap().translation() + Vec3::Y;
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let viewport_position = camera
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.world_to_viewport(camera_global_transform, world_position)
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.unwrap();
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node.top = Val::Px(viewport_position.y);
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node.left = Val::Px(viewport_position.x);
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}
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display.0 = format!(
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" HDR: {}\nAlpha: {:.2}",
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if camera.hdr { "ON " } else { "OFF" },
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state.alpha
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);
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}
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