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https://github.com/bevyengine/bevy
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5c4f3554f9
After an inquiry on Reddit about support for Directional Lights and the unused properties on Light, I wanted to clean it up, to hopefully make it ever so slightly more clear for anyone wanting to add additional light types. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
52 lines
1.7 KiB
Rust
52 lines
1.7 KiB
Rust
use bevy::prelude::*;
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/// This example shows how to configure Physically Based Rendering (PBR) parameters.
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fn main() {
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App::build()
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.insert_resource(Msaa { samples: 4 })
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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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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// add entities to the world
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for y in -2..=2 {
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for x in -5..=5 {
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let x01 = (x + 5) as f32 / 10.0;
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let y01 = (y + 2) as f32 / 4.0;
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// sphere
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Icosphere {
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radius: 0.45,
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subdivisions: 32,
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::hex("ffd891").unwrap(),
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// vary key PBR parameters on a grid of spheres to show the effect
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metallic: y01,
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roughness: x01,
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..Default::default()
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}),
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transform: Transform::from_xyz(x as f32, y as f32, 0.0),
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..Default::default()
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});
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}
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}
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// light
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_translation(Vec3::new(0.0, 5.0, 5.0)),
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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_translation(Vec3::new(0.0, 0.0, 8.0))
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.looking_at(Vec3::default(), Vec3::Y),
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..Default::default()
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});
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}
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