mirror of
https://github.com/bevyengine/bevy
synced 2024-11-29 08:00:20 +00:00
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>
58 lines
1.9 KiB
Rust
58 lines
1.9 KiB
Rust
use bevy::{
|
|
prelude::*,
|
|
render::wireframe::{Wireframe, WireframeConfig, WireframePlugin},
|
|
wgpu::{WgpuFeature, WgpuFeatures, WgpuOptions},
|
|
};
|
|
|
|
fn main() {
|
|
App::build()
|
|
.insert_resource(Msaa { samples: 4 })
|
|
.insert_resource(WgpuOptions {
|
|
features: WgpuFeatures {
|
|
// The Wireframe requires NonFillPolygonMode feature
|
|
features: vec![WgpuFeature::NonFillPolygonMode],
|
|
},
|
|
..Default::default()
|
|
})
|
|
.add_plugins(DefaultPlugins)
|
|
.add_plugin(WireframePlugin)
|
|
.add_startup_system(setup.system())
|
|
.run();
|
|
}
|
|
|
|
/// set up a simple 3D scene
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut wireframe_config: ResMut<WireframeConfig>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// To draw the wireframe on all entities, set this to 'true'
|
|
wireframe_config.global = false;
|
|
// plane
|
|
commands.spawn_bundle(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
|
|
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
|
|
..Default::default()
|
|
});
|
|
// cube
|
|
commands
|
|
.spawn_bundle(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
|
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
|
|
transform: Transform::from_xyz(0.0, 0.5, 0.0),
|
|
..Default::default()
|
|
})
|
|
// This enables wireframe drawing on this entity
|
|
.insert(Wireframe);
|
|
// light
|
|
commands.spawn_bundle(PointLightBundle {
|
|
transform: Transform::from_xyz(4.0, 8.0, 4.0),
|
|
..Default::default()
|
|
});
|
|
// camera
|
|
commands.spawn_bundle(PerspectiveCameraBundle {
|
|
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..Default::default()
|
|
});
|
|
}
|