bevy/examples/3d/texture.rs
Marek Legris 5acebed731
Transform and GlobalTransform are now Similarities (#596)
Transform and GlobalTransform are now Similarities.

This resolves precision errors and simplifies the api

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2020-10-18 13:03:16 -07:00

108 lines
3.5 KiB
Rust

use bevy::prelude::*;
/// This example shows various ways to configure texture materials in 3D
fn main() {
App::build()
.add_default_plugins()
.add_startup_system(setup.system())
.run();
}
/// sets up a scene with textured entities
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut textures: ResMut<Assets<Texture>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// load a texture and retrieve its aspect ratio
let texture_handle = asset_server
.load_sync(&mut textures, "assets/branding/bevy_logo_dark_big.png")
.unwrap();
let texture = textures.get(&texture_handle).unwrap();
let aspect = texture.aspect();
// 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::new(Vec2::new(
quad_width,
quad_width * aspect,
))));
// this material renders the texture normally
let material_handle = materials.add(StandardMaterial {
albedo_texture: Some(texture_handle),
shaded: false,
..Default::default()
});
// this material modulates the texture to make it red (and slightly transparent)
let red_material_handle = materials.add(StandardMaterial {
albedo: Color::rgba(1.0, 0.0, 0.0, 0.5),
albedo_texture: Some(texture_handle),
shaded: false,
..Default::default()
});
// and lets make this one blue! (and also slightly transparent)
let blue_material_handle = materials.add(StandardMaterial {
albedo: Color::rgba(0.0, 0.0, 1.0, 0.5),
albedo_texture: Some(texture_handle),
shaded: false,
..Default::default()
});
// add entities to the world
commands
// textured quad - normal
.spawn(PbrComponents {
mesh: quad_handle,
material: material_handle,
transform: Transform {
translation: Vec3::new(0.0, 0.0, 1.5),
rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
..Default::default()
},
draw: Draw {
is_transparent: true,
..Default::default()
},
..Default::default()
})
// textured quad - modulated
.spawn(PbrComponents {
mesh: quad_handle,
material: red_material_handle,
transform: Transform {
translation: Vec3::new(0.0, 0.0, 0.0),
rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
..Default::default()
},
draw: Draw {
is_transparent: true,
..Default::default()
},
..Default::default()
})
// textured quad - modulated
.spawn(PbrComponents {
mesh: quad_handle,
material: blue_material_handle,
transform: Transform {
translation: Vec3::new(0.0, 0.0, -1.5),
rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
..Default::default()
},
draw: Draw {
is_transparent: true,
..Default::default()
},
..Default::default()
})
// camera
.spawn(Camera3dComponents {
transform: Transform::from_translation(Vec3::new(3.0, 5.0, 8.0)).looking_at_origin(),
..Default::default()
});
}