bevy/examples/3d/texture.rs
Carter Anderson b6a647cc01 default() shorthand (#4071)
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`.

```rust
use bevy::prelude::*;

#[derive(Default)]
struct Foo {
  bar: usize,
  baz: usize,
}

// Normally you would do this:
let foo = Foo {
  bar: 10,
  ..Default::default()
};

// But now you can do this:
let foo = Foo {
  bar: 10,
  ..default()
};
```

The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
2022-03-01 20:52:09 +00:00

93 lines
2.9 KiB
Rust

use bevy::prelude::*;
/// This example shows various ways to configure texture materials in 3D
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.run();
}
/// sets up a scene with textured entities
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// load a texture and retrieve its aspect ratio
let texture_handle = asset_server.load("branding/bevy_logo_dark_big.png");
let aspect = 0.25;
// create a new quad mesh. this is what we will apply the texture to
let quad_width = 8.0;
let quad_handle = meshes.add(Mesh::from(shape::Quad::new(Vec2::new(
quad_width,
quad_width * aspect,
))));
// this material renders the texture normally
let material_handle = materials.add(StandardMaterial {
base_color_texture: Some(texture_handle.clone()),
alpha_mode: AlphaMode::Blend,
unlit: true,
..default()
});
// this material modulates the texture to make it red (and slightly transparent)
let red_material_handle = materials.add(StandardMaterial {
base_color: Color::rgba(1.0, 0.0, 0.0, 0.5),
base_color_texture: Some(texture_handle.clone()),
alpha_mode: AlphaMode::Blend,
unlit: true,
..default()
});
// and lets make this one blue! (and also slightly transparent)
let blue_material_handle = materials.add(StandardMaterial {
base_color: Color::rgba(0.0, 0.0, 1.0, 0.5),
base_color_texture: Some(texture_handle),
alpha_mode: AlphaMode::Blend,
unlit: true,
..default()
});
// textured quad - normal
commands.spawn_bundle(PbrBundle {
mesh: quad_handle.clone(),
material: material_handle,
transform: Transform {
translation: Vec3::new(0.0, 0.0, 1.5),
rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
..default()
},
..default()
});
// textured quad - modulated
commands.spawn_bundle(PbrBundle {
mesh: quad_handle.clone(),
material: red_material_handle,
transform: Transform {
translation: Vec3::new(0.0, 0.0, 0.0),
rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
..default()
},
..default()
});
// textured quad - modulated
commands.spawn_bundle(PbrBundle {
mesh: quad_handle,
material: blue_material_handle,
transform: Transform {
translation: Vec3::new(0.0, 0.0, -1.5),
rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
..default()
},
..default()
});
// camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}