bevy/examples/asset/repeated_texture.rs
Vitaliy Sapronenko 088960f597
Example with repeated texture (#13176)
# Objective

Fixes #11136 .
Fixes https://github.com/bevyengine/bevy/pull/11161.

## Solution

- Set image sampler with repeated mode for u and v
- set uv_transform of StandardMaterial to resizing params

## Testing

Got this view on example run

![image](https://github.com/bevyengine/bevy/assets/17225606/a5f7c414-7966-4c31-97e1-320241ddc75b)
2024-05-05 17:29:26 +00:00

99 lines
3.4 KiB
Rust

//! By default Bevy loads images to textures that clamps the image to the edges
//! This example shows how to configure it to repeat the image instead.
use bevy::{
math::Affine2,
prelude::*,
render::texture::{
ImageAddressMode, ImageLoaderSettings, ImageSampler, ImageSamplerDescriptor,
},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let image_with_default_sampler =
asset_server.load("textures/fantasy_ui_borders/panel-border-010.png");
// central cube with not repeated texture
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: materials.add(StandardMaterial {
base_color_texture: Some(image_with_default_sampler.clone()),
..default()
}),
transform: Transform::from_translation(Vec3::ZERO),
..default()
});
// left cube with repeated texture
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: materials.add(StandardMaterial {
base_color_texture: Some(asset_server.load_with_settings(
"textures/fantasy_ui_borders/panel-border-010-repeated.png",
|s: &mut _| {
*s = ImageLoaderSettings {
sampler: ImageSampler::Descriptor(ImageSamplerDescriptor {
// rewriting mode to repeat image,
address_mode_u: ImageAddressMode::Repeat,
address_mode_v: ImageAddressMode::Repeat,
..default()
}),
..default()
}
},
)),
// uv_transform used here for proportions only, but it is full Affine2
// that's why you can use rotation and shift also
uv_transform: Affine2::from_scale(Vec2::new(2., 3.)),
..default()
}),
transform: Transform::from_xyz(-1.5, 0.0, 0.0),
..default()
});
// right cube with scaled texture, because with default sampler
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: materials.add(StandardMaterial {
// there is no sampler set, that's why
// by default you see only one small image in a row/column
// and other space is filled by image edge
base_color_texture: Some(image_with_default_sampler),
// uv_transform used here for proportions only, but it is full Affine2
// that's why you can use rotation and shift also
uv_transform: Affine2::from_scale(Vec2::new(2., 3.)),
..default()
}),
transform: Transform::from_xyz(1.5, 0.0, 0.0),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 1.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}