mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 06:30:19 +00:00
102 lines
3.3 KiB
Rust
102 lines
3.3 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.system())
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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(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut textures: ResMut<Assets<Texture>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// load a texture
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let texture_handle = asset_server
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.load_sync(&mut textures, "assets/branding/bevy_logo_dark_big.png")
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.unwrap();
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let texture = textures.get(&texture_handle).unwrap();
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let aspect = texture.aspect();
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// create a new quad mesh. this is what we will apply the texture to
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let quad_width = 8.0;
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let quad_handle = meshes.add(Mesh::from(shape::Quad::new(Vec2::new(
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quad_width,
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quad_width * aspect,
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))));
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// this material renders the texture normally
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let material_handle = materials.add(StandardMaterial {
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albedo_texture: Some(texture_handle),
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shaded: false,
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..Default::default()
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});
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// this material modulates the texture to make it red (and slightly transparent)
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let red_material_handle = materials.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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shaded: false,
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..Default::default()
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});
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// and lets make this one blue! (and also slightly transparent)
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let blue_material_handle = materials.add(StandardMaterial {
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albedo: Color::rgba(0.0, 0.0, 1.0, 0.5),
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albedo_texture: Some(texture_handle),
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shaded: false,
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..Default::default()
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});
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// add entities to the world
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commands
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// textured quad - normal
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.spawn(PbrComponents {
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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, -1.5),
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rotation: Rotation(Quat::from_rotation_x(std::f32::consts::PI / 5.0)),
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draw: Draw {
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is_transparent: true,
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..Default::default()
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},
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..Default::default()
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})
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// textured quad - modulated
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.spawn(PbrComponents {
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mesh: quad_handle,
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material: red_material_handle,
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translation: Translation::new(0.0, 0.0, 0.0),
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rotation: Rotation(Quat::from_rotation_x(std::f32::consts::PI / 5.0)),
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draw: Draw {
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is_transparent: true,
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..Default::default()
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},
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..Default::default()
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})
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// textured quad - modulated
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.spawn(PbrComponents {
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mesh: quad_handle,
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material: blue_material_handle,
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translation: Translation::new(0.0, 0.0, 1.5),
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rotation: Rotation(Quat::from_rotation_x(std::f32::consts::PI / 5.0)),
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draw: Draw {
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is_transparent: true,
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..Default::default()
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},
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..Default::default()
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})
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// camera
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.spawn(PerspectiveCameraComponents {
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transform: Transform::new_sync_disabled(Mat4::face_toward(
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Vec3::new(3.0, 5.0, -8.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 1.0, 0.0),
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)),
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..Default::default()
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});
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}
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