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https://github.com/bevyengine/bevy
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1ba7429371
# Objective Provide a starting point for #3951, or a partial solution. Providing a few comment blocks to discuss, and hopefully find better one in the process. ## Solution Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. ## Changelog - Moved some existing comments from main() functions in the 2d examples to the file header level - Wrote some more comment blocks for most other 2d examples TODO: - [x] 2d/sprite_sheet, wasnt able to come up with something good yet - [x] all other example groups... Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
57 lines
1.8 KiB
Rust
57 lines
1.8 KiB
Rust
//! This example shows how to configure Multi-Sample Anti-Aliasing. Setting the sample count higher
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//! will result in smoother edges, but it will also increase the cost to render those edges. The
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//! range should generally be somewhere between 1 (no multi sampling, but cheap) to 8 (crisp but
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//! expensive).
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//! Note that WGPU currently only supports 1 or 4 samples.
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//! Ultimately we plan on supporting whatever is natively supported on a given device.
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//! Check out [this issue](https://github.com/gfx-rs/wgpu/issues/1832) for more info.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.insert_resource(Msaa { samples: 4 })
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_system(cycle_msaa)
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.run();
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}
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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info!("Press 'm' to toggle MSAA");
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info!("Using 4x MSAA");
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// cube
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })),
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material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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..default()
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});
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// light
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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// camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(-3.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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fn cycle_msaa(input: Res<Input<KeyCode>>, mut msaa: ResMut<Msaa>) {
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if input.just_pressed(KeyCode::M) {
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if msaa.samples == 4 {
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info!("Not using MSAA");
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msaa.samples = 1;
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} else {
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info!("Using 4x MSAA");
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msaa.samples = 4;
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}
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}
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}
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