mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 22:20:20 +00:00
78 lines
2.7 KiB
Rust
78 lines
2.7 KiB
Rust
use bevy::prelude::*;
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fn main() {
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App::build()
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.add_default_plugins()
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.add_startup_system(setup)
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.run();
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}
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/// sets up a scene with textured entities
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fn setup(world: &mut World, resources: &mut Resources) {
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// load a texture
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let mut texture_storage = resources.get_mut::<AssetStorage<Texture>>().unwrap();
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let texture = Texture::load(TextureType::Png(
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concat!(env!("CARGO_MANIFEST_DIR"), "/assets/bevy_logo_dark_big.png").to_string(),
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));
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let aspect = texture.height as f32 / texture.width as f32;
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let texture_handle = texture_storage.add(texture);
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// create a new quad mesh. this is what we will apply the texture to
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let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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let quad_width = 8.0;
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let quad_handle = mesh_storage.add(Mesh::from(shape::Quad {
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size: Vec2::new(quad_width, quad_width * aspect),
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}));
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// create materials that use our new texture
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let mut material_storage = resources
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.get_mut::<AssetStorage<StandardMaterial>>()
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.unwrap();
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// this material renders the texture normally
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let material_handle = material_storage.add(StandardMaterial {
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albedo_texture: Some(texture_handle),
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..Default::default()
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});
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// this material modulates the texture to make it red
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let modulated_material_handle = material_storage.add(StandardMaterial {
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albedo: Color::rgba(1.0, 0.0, 0.0, 0.5),
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albedo_texture: Some(texture_handle),
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..Default::default()
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});
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// add entities to the world
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world
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.build()
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// textured quad - normal
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.add_entity(MeshEntity {
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mesh: quad_handle,
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material: material_handle,
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translation: Translation::new(0.0, 0.0, 0.0),
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rotation: Rotation::from_euler_angles(0.0, std::f32::consts::PI / 3.0, 0.0),
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..Default::default()
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})
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// textured quad - modulated
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.add_entity(MeshEntity {
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mesh: quad_handle,
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material: modulated_material_handle,
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translation: Translation::new(0.0, 1.5, 0.0),
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rotation: Rotation::from_euler_angles(0.0, std::f32::consts::PI / 3.0, 0.0),
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..Default::default()
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})
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// light
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.add_entity(LightEntity {
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translation: Translation::new(0.0, -5.0, 0.0),
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..Default::default()
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})
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// camera
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.add_entity(CameraEntity {
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local_to_world: LocalToWorld(Mat4::look_at_rh(
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Vec3::new(3.0, -8.0, 5.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 1.0),
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)),
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..Default::default()
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});
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}
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