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https://github.com/bevyengine/bevy
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e6bce74220
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time. This PR fixes lints in the `examples` folder.
56 lines
1.8 KiB
Rust
56 lines
1.8 KiB
Rust
use bevy::prelude::*;
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/// This example shows how to configure Multi-Sample Anti-Aliasing. Setting the sample count higher
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/// will result in smoother edges, but it will also increase the cost to render those edges. The
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/// range should generally be somewhere between 1 (no multi sampling, but cheap) to 8 (crisp but
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/// expensive).
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/// Note that WGPU currently only supports 1 or 4 samples.
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/// Ultimately we plan on supporting whatever is natively supported on a given device.
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/// Check out [this issue](https://github.com/gfx-rs/wgpu/issues/1832) for more info.
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fn main() {
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App::new()
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.insert_resource(Msaa { samples: 4 })
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_system(cycle_msaa)
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.run();
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}
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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info!("Press 'm' to toggle MSAA");
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info!("Using 4x MSAA");
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// cube
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })),
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material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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..Default::default()
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});
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// light
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..Default::default()
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});
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// camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(-3.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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});
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}
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fn cycle_msaa(input: Res<Input<KeyCode>>, mut msaa: ResMut<Msaa>) {
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if input.just_pressed(KeyCode::M) {
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if msaa.samples == 4 {
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info!("Not using MSAA");
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msaa.samples = 1;
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} else {
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info!("Using 4x MSAA");
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msaa.samples = 4;
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}
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}
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}
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