bevy/examples/3d/two_passes.rs
Alice Cecile de004da8d5
Rename bevy_render::Color to LegacyColor (#12069)
# Objective

The migration process for `bevy_color` (#12013) will be fairly involved:
there will be hundreds of affected files, and a large number of APIs.

## Solution

To allow us to proceed granularly, we're going to keep both
`bevy_color::Color` (new) and `bevy_render::Color` (old) around until
the migration is complete.

However, simply doing this directly is confusing! They're both called
`Color`, making it very hard to tell when a portion of the code has been
ported.

As discussed in #12056, by renaming the old `Color` type, we can make it
easier to gradually migrate over, one API at a time.

## Migration Guide

THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK.

This change should not be shipped to end users: delete this section in
the final migration guide!

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-24 21:35:32 +00:00

60 lines
1.6 KiB
Rust

//! Renders two 3d passes to the same window from different perspectives.
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
/// Set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
material: materials.add(LegacyColor::rgb(0.3, 0.5, 0.3)),
..default()
});
// Cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(LegacyColor::rgb(0.8, 0.7, 0.6)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// Light
commands.spawn(PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// Camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(10.0, 10., -5.0).looking_at(Vec3::ZERO, Vec3::Y),
camera: Camera {
// renders after / on top of the main camera
order: 1,
clear_color: ClearColorConfig::None,
..default()
},
..default()
});
}