bevy/examples/3d/texture.rs
2020-05-14 15:25:43 -07:00

76 lines
2.4 KiB
Rust

use bevy::prelude::*;
fn main() {
App::build()
.add_default_plugins()
.add_startup_system(setup.system())
.run();
}
/// sets up a scene with textured entities
fn setup(
command_buffer: &mut CommandBuffer,
mut meshes: ResMut<Assets<Mesh>>,
mut textures: ResMut<Assets<Texture>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// load a texture
let texture = Texture::load(TextureType::Png(
"assets/branding/bevy_logo_dark_big.pn".to_string(),
));
let aspect = texture.aspect();
let texture_handle = textures.add(texture);
// create a new quad mesh. this is what we will apply the texture to
let quad_width = 8.0;
let quad_handle = meshes.add(Mesh::from(shape::Quad {
size: Vec2::new(quad_width, quad_width * aspect),
}));
// this material renders the texture normally
let material_handle = materials.add(StandardMaterial {
albedo_texture: Some(texture_handle),
..Default::default()
});
// this material modulates the texture to make it red
let modulated_material_handle = materials.add(StandardMaterial {
albedo: Color::rgba(1.0, 0.0, 0.0, 0.5),
albedo_texture: Some(texture_handle),
..Default::default()
});
// add entities to the world
command_buffer
.build()
// textured quad - normal
.add_entity(MeshEntity {
mesh: quad_handle,
material: material_handle,
translation: Translation::new(0.0, 0.0, 0.0),
rotation: Rotation::from_euler_angles(0.0, std::f32::consts::PI / 3.0, 0.0),
..Default::default()
})
// textured quad - modulated
.add_entity(MeshEntity {
mesh: quad_handle,
material: modulated_material_handle,
translation: Translation::new(0.0, 1.5, 0.0),
rotation: Rotation::from_euler_angles(0.0, std::f32::consts::PI / 3.0, 0.0),
..Default::default()
})
// light
.add_entity(LightEntity {
translation: Translation::new(0.0, -5.0, 0.0),
..Default::default()
})
// camera
.add_entity(CameraEntity {
local_to_world: LocalToWorld(Mat4::look_at_rh(
Vec3::new(3.0, -8.0, 5.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 0.0, 1.0),
)),
..Default::default()
});
}