bevy/examples/asset/asset_loading.rs
GitGhillie 9abf565138
Restore brightness in the remaining three examples after exposure PR (#11389)
# Objective

Fixes #11376
During the development of the exposure settings PR (#11347) all examples
with lighting had to be adjusted, but three were missed or simply didn't
exist yet at the time. This PR restores the brightness in those examples
again:

render_ui_to_texture
asset_loading
hot_asset_reloading

All of them are a bit brighter now compared to before the exposure PR,
but it looks better IMO.
2024-01-17 17:10:21 +00:00

95 lines
3.7 KiB
Rust

//! This example illustrates various ways to load assets.
use bevy::{asset::LoadedFolder, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
meshes: Res<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// By default AssetServer will load assets from inside the "assets" folder.
// For example, the next line will load "ROOT/assets/models/cube/cube.gltf#Mesh0/Primitive0",
// where "ROOT" is the directory of the Application.
//
// This can be overridden by setting the "CARGO_MANIFEST_DIR" environment variable (see
// https://doc.rust-lang.org/cargo/reference/environment-variables.html)
// to another directory. When the Application is run through Cargo, "CARGO_MANIFEST_DIR" is
// automatically set to your crate (workspace) root directory.
let cube_handle = asset_server.load("models/cube/cube.gltf#Mesh0/Primitive0");
let sphere_handle = asset_server.load("models/sphere/sphere.gltf#Mesh0/Primitive0");
// All assets end up in their Assets<T> collection once they are done loading:
if let Some(sphere) = meshes.get(&sphere_handle) {
// You might notice that this doesn't run! This is because assets load in parallel without
// blocking. When an asset has loaded, it will appear in relevant Assets<T>
// collection.
info!("{:?}", sphere.primitive_topology());
} else {
info!("sphere hasn't loaded yet");
}
// You can load all assets in a folder like this. They will be loaded in parallel without
// blocking. The LoadedFolder asset holds handles to each asset in the folder. These are all
// dependencies of the LoadedFolder asset, meaning you can wait for the LoadedFolder asset to
// fire AssetEvent::LoadedWithDependencies if you want to wait for all assets in the folder
// to load.
// If you want to keep the assets in the folder alive, make sure you store the returned handle
// somewhere.
let _loaded_folder: Handle<LoadedFolder> = asset_server.load_folder("models/torus");
// If you want a handle to a specific asset in a loaded folder, the easiest way to get one is to call load.
// It will _not_ be loaded a second time.
// The LoadedFolder asset will ultimately also hold handles to the assets, but waiting for it to load
// and finding the right handle is more work!
let torus_handle = asset_server.load("models/torus/torus.gltf#Mesh0/Primitive0");
// You can also add assets directly to their Assets<T> storage:
let material_handle = materials.add(StandardMaterial {
base_color: Color::rgb(0.8, 0.7, 0.6),
..default()
});
// torus
commands.spawn(PbrBundle {
mesh: torus_handle,
material: material_handle.clone(),
transform: Transform::from_xyz(-3.0, 0.0, 0.0),
..default()
});
// cube
commands.spawn(PbrBundle {
mesh: cube_handle,
material: material_handle.clone(),
transform: Transform::from_xyz(0.0, 0.0, 0.0),
..default()
});
// sphere
commands.spawn(PbrBundle {
mesh: sphere_handle,
material: material_handle,
transform: Transform::from_xyz(3.0, 0.0, 0.0),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 150_000.0,
..default()
},
transform: Transform::from_xyz(4.0, 5.0, 4.0),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 3.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}