mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +00:00
11b41206eb
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals: 1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main` 2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. I split this up into 3 commits: 1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`). 2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1). 3. **support manual archetype updates in QueryState**: same situation as (2).
21 lines
533 B
Rust
21 lines
533 B
Rust
use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.run();
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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let texture_handle = asset_server.load("branding/icon.png");
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commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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commands.spawn_bundle(SpriteBundle {
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material: materials.add(texture_handle.into()),
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..Default::default()
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});
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}
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