bevy/examples/ui.rs
2020-01-11 01:46:51 -08:00

108 lines
No EOL
2.8 KiB
Rust

use bevy::{*, render::*, asset::{Asset, AssetStorage}, math::{Mat4, Vec3}};
fn main() {
AppBuilder::new()
.add_defaults()
.setup(&setup)
.run();
}
fn setup(world: &mut World, scheduler: &mut SystemScheduler<AppStage>) {
let cube = Mesh::load(MeshType::Cube);
let cube_handle = {
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh, MeshType>>().unwrap();
mesh_storage.add(cube, "cube")
};
let transform_system_bundle = transform_system_bundle::build(world);
scheduler.add_systems(AppStage::Update, transform_system_bundle);
world.insert((), vec![
(
cube_handle,
LocalToWorld::identity(),
Material::new(math::vec4(0.5, 0.3, 0.3, 1.0)),
)
]);
world.insert((), vec![
(
Light {
color: wgpu::Color {
r: 0.8,
g: 0.8,
b: 0.5,
a: 1.0,
},
fov: f32::to_radians(60.0),
depth: 0.1 .. 50.0,
target_view: None,
},
LocalToWorld::identity(),
Translation::new(4.0, -4.0, 5.0),
Rotation::from_euler_angles(0.0, 0.0, 0.0)
),
]);
world.insert((), vec![
// camera
(
Camera::new(CameraType::Projection {
fov: std::f32::consts::PI / 4.0,
near: 1.0,
far: 1000.0,
aspect_ratio: 1.0,
}),
ActiveCamera,
LocalToWorld(Mat4::look_at_rh(
Vec3::new(3.0, -5.0, 3.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 0.0, 1.0),)),
)
]);
world.insert((), vec![
// camera
(
Camera::new(CameraType::Orthographic {
left: 0.0,
right: 0.0,
bottom: 0.0,
top: 0.0,
near: 0.0,
far: 1.0,
}),
ActiveCamera2d,
)
]);
world.insert((), vec![
(
Rect {
position: math::vec2(75.0, 75.0),
dimensions: math::vec2(100.0, 100.0),
color: math::vec4(0.0, 1.0, 0.0, 1.0),
},
)
]);
world.insert((), vec![
(
Rect {
position: math::vec2(50.0, 50.0),
dimensions: math::vec2(100.0, 100.0),
color: math::vec4(1.0, 0.0, 0.0, 1.0),
},
)
]);
world.insert((), vec![
(
Rect {
position: math::vec2(100.0, 100.0),
dimensions: math::vec2(100.0, 100.0),
color: math::vec4(0.0, 0.0, 1.0, 1.0),
},
)
]);
}