mirror of
https://github.com/bevyengine/bevy
synced 2024-11-14 00:47:32 +00:00
ffecb05a0a
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release. The examples are all ported over and operational with a few exceptions: * I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure. * Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example. * Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
240 lines
7.6 KiB
Rust
240 lines
7.6 KiB
Rust
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_startup_system(setup)
|
|
.add_system(movement)
|
|
.add_system(animate_light_direction)
|
|
.run();
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct Movable;
|
|
|
|
/// set up a simple 3D scene
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// ground plane
|
|
commands.spawn_bundle(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Plane { size: 10.0 })),
|
|
material: materials.add(StandardMaterial {
|
|
base_color: Color::WHITE,
|
|
perceptual_roughness: 1.0,
|
|
..Default::default()
|
|
}),
|
|
..Default::default()
|
|
});
|
|
|
|
// left wall
|
|
let mut transform = Transform::from_xyz(2.5, 2.5, 0.0);
|
|
transform.rotate(Quat::from_rotation_z(std::f32::consts::FRAC_PI_2));
|
|
commands.spawn_bundle(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))),
|
|
transform,
|
|
material: materials.add(StandardMaterial {
|
|
base_color: Color::INDIGO,
|
|
perceptual_roughness: 1.0,
|
|
..Default::default()
|
|
}),
|
|
..Default::default()
|
|
});
|
|
// back (right) wall
|
|
let mut transform = Transform::from_xyz(0.0, 2.5, -2.5);
|
|
transform.rotate(Quat::from_rotation_x(std::f32::consts::FRAC_PI_2));
|
|
commands.spawn_bundle(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))),
|
|
transform,
|
|
material: materials.add(StandardMaterial {
|
|
base_color: Color::INDIGO,
|
|
perceptual_roughness: 1.0,
|
|
..Default::default()
|
|
}),
|
|
..Default::default()
|
|
});
|
|
|
|
// cube
|
|
commands
|
|
.spawn_bundle(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
|
material: materials.add(StandardMaterial {
|
|
base_color: Color::PINK,
|
|
..Default::default()
|
|
}),
|
|
transform: Transform::from_xyz(0.0, 0.5, 0.0),
|
|
..Default::default()
|
|
})
|
|
.insert(Movable);
|
|
// sphere
|
|
commands
|
|
.spawn_bundle(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::UVSphere {
|
|
radius: 0.5,
|
|
..Default::default()
|
|
})),
|
|
material: materials.add(StandardMaterial {
|
|
base_color: Color::LIME_GREEN,
|
|
..Default::default()
|
|
}),
|
|
transform: Transform::from_xyz(1.5, 1.0, 1.5),
|
|
..Default::default()
|
|
})
|
|
.insert(Movable);
|
|
|
|
// ambient light
|
|
commands.insert_resource(AmbientLight {
|
|
color: Color::ORANGE_RED,
|
|
brightness: 0.02,
|
|
});
|
|
|
|
// red point light
|
|
commands
|
|
.spawn_bundle(PointLightBundle {
|
|
// transform: Transform::from_xyz(5.0, 8.0, 2.0),
|
|
transform: Transform::from_xyz(1.0, 2.0, 0.0),
|
|
point_light: PointLight {
|
|
intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
|
|
color: Color::RED,
|
|
shadows_enabled: true,
|
|
..Default::default()
|
|
},
|
|
..Default::default()
|
|
})
|
|
.with_children(|builder| {
|
|
builder.spawn_bundle(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::UVSphere {
|
|
radius: 0.1,
|
|
..Default::default()
|
|
})),
|
|
material: materials.add(StandardMaterial {
|
|
base_color: Color::RED,
|
|
emissive: Color::rgba_linear(100.0, 0.0, 0.0, 0.0),
|
|
..Default::default()
|
|
}),
|
|
..Default::default()
|
|
});
|
|
});
|
|
|
|
// green point light
|
|
commands
|
|
.spawn_bundle(PointLightBundle {
|
|
// transform: Transform::from_xyz(5.0, 8.0, 2.0),
|
|
transform: Transform::from_xyz(-1.0, 2.0, 0.0),
|
|
point_light: PointLight {
|
|
intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
|
|
color: Color::GREEN,
|
|
shadows_enabled: true,
|
|
..Default::default()
|
|
},
|
|
..Default::default()
|
|
})
|
|
.with_children(|builder| {
|
|
builder.spawn_bundle(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::UVSphere {
|
|
radius: 0.1,
|
|
..Default::default()
|
|
})),
|
|
material: materials.add(StandardMaterial {
|
|
base_color: Color::GREEN,
|
|
emissive: Color::rgba_linear(0.0, 100.0, 0.0, 0.0),
|
|
..Default::default()
|
|
}),
|
|
..Default::default()
|
|
});
|
|
});
|
|
|
|
// blue point light
|
|
commands
|
|
.spawn_bundle(PointLightBundle {
|
|
// transform: Transform::from_xyz(5.0, 8.0, 2.0),
|
|
transform: Transform::from_xyz(0.0, 4.0, 0.0),
|
|
point_light: PointLight {
|
|
intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
|
|
color: Color::BLUE,
|
|
shadows_enabled: true,
|
|
..Default::default()
|
|
},
|
|
..Default::default()
|
|
})
|
|
.with_children(|builder| {
|
|
builder.spawn_bundle(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::UVSphere {
|
|
radius: 0.1,
|
|
..Default::default()
|
|
})),
|
|
material: materials.add(StandardMaterial {
|
|
base_color: Color::BLUE,
|
|
emissive: Color::rgba_linear(0.0, 0.0, 100.0, 0.0),
|
|
..Default::default()
|
|
}),
|
|
..Default::default()
|
|
});
|
|
});
|
|
|
|
// directional 'sun' light
|
|
const HALF_SIZE: f32 = 10.0;
|
|
commands.spawn_bundle(DirectionalLightBundle {
|
|
directional_light: DirectionalLight {
|
|
// Configure the projection to better fit the scene
|
|
shadow_projection: OrthographicProjection {
|
|
left: -HALF_SIZE,
|
|
right: HALF_SIZE,
|
|
bottom: -HALF_SIZE,
|
|
top: HALF_SIZE,
|
|
near: -10.0 * HALF_SIZE,
|
|
far: 10.0 * HALF_SIZE,
|
|
..Default::default()
|
|
},
|
|
shadows_enabled: true,
|
|
..Default::default()
|
|
},
|
|
transform: Transform {
|
|
translation: Vec3::new(0.0, 2.0, 0.0),
|
|
rotation: Quat::from_rotation_x(-std::f32::consts::FRAC_PI_4),
|
|
..Default::default()
|
|
},
|
|
..Default::default()
|
|
});
|
|
|
|
// camera
|
|
commands.spawn_bundle(PerspectiveCameraBundle {
|
|
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..Default::default()
|
|
});
|
|
}
|
|
|
|
fn animate_light_direction(
|
|
time: Res<Time>,
|
|
mut query: Query<&mut Transform, With<DirectionalLight>>,
|
|
) {
|
|
for mut transform in query.iter_mut() {
|
|
transform.rotate(Quat::from_rotation_y(time.delta_seconds() * 0.5));
|
|
}
|
|
}
|
|
|
|
fn movement(
|
|
input: Res<Input<KeyCode>>,
|
|
time: Res<Time>,
|
|
mut query: Query<&mut Transform, With<Movable>>,
|
|
) {
|
|
for mut transform in query.iter_mut() {
|
|
let mut direction = Vec3::ZERO;
|
|
if input.pressed(KeyCode::Up) {
|
|
direction.y += 1.0;
|
|
}
|
|
if input.pressed(KeyCode::Down) {
|
|
direction.y -= 1.0;
|
|
}
|
|
if input.pressed(KeyCode::Left) {
|
|
direction.x -= 1.0;
|
|
}
|
|
if input.pressed(KeyCode::Right) {
|
|
direction.x += 1.0;
|
|
}
|
|
|
|
transform.translation += time.delta_seconds() * 2.0 * direction;
|
|
}
|
|
}
|