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).
102 lines
3.2 KiB
Rust
102 lines
3.2 KiB
Rust
use bevy::prelude::*;
|
|
|
|
/// This example shows various ways to configure texture materials in 3D
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_startup_system(setup)
|
|
.run();
|
|
}
|
|
|
|
/// sets up a scene with textured entities
|
|
fn setup(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// load a texture and retrieve its aspect ratio
|
|
let texture_handle = asset_server.load("branding/bevy_logo_dark_big.png");
|
|
let aspect = 0.25;
|
|
|
|
// 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 {
|
|
base_color_texture: Some(texture_handle.clone()),
|
|
unlit: true,
|
|
..Default::default()
|
|
});
|
|
|
|
// this material modulates the texture to make it red (and slightly transparent)
|
|
let red_material_handle = materials.add(StandardMaterial {
|
|
base_color: Color::rgba(1.0, 0.0, 0.0, 0.5),
|
|
base_color_texture: Some(texture_handle.clone()),
|
|
unlit: true,
|
|
..Default::default()
|
|
});
|
|
|
|
// and lets make this one blue! (and also slightly transparent)
|
|
let blue_material_handle = materials.add(StandardMaterial {
|
|
base_color: Color::rgba(0.0, 0.0, 1.0, 0.5),
|
|
base_color_texture: Some(texture_handle),
|
|
unlit: true,
|
|
..Default::default()
|
|
});
|
|
|
|
// textured quad - normal
|
|
commands.spawn_bundle(PbrBundle {
|
|
mesh: quad_handle.clone(),
|
|
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()
|
|
},
|
|
visible: Visible {
|
|
is_transparent: true,
|
|
..Default::default()
|
|
},
|
|
..Default::default()
|
|
});
|
|
// textured quad - modulated
|
|
commands.spawn_bundle(PbrBundle {
|
|
mesh: quad_handle.clone(),
|
|
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()
|
|
},
|
|
visible: Visible {
|
|
is_transparent: true,
|
|
..Default::default()
|
|
},
|
|
..Default::default()
|
|
});
|
|
// textured quad - modulated
|
|
commands.spawn_bundle(PbrBundle {
|
|
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()
|
|
},
|
|
visible: Visible {
|
|
is_transparent: true,
|
|
..Default::default()
|
|
},
|
|
..Default::default()
|
|
});
|
|
// camera
|
|
commands.spawn_bundle(PerspectiveCameraBundle {
|
|
transform: Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..Default::default()
|
|
});
|
|
}
|