bevy/examples/instancing.rs
Carter Anderson 04590de678 separate albedo color and make it required
I worked really hard to make ColorSource work, but sadly we need color to be instanceable and making it optional would add too much complexity. Maybe at some point in the future we can add it back. On the plus side, albedo color now modulates the albedo texture
2020-03-17 22:02:01 -07:00

107 lines
3.6 KiB
Rust

use bevy::prelude::*;
use rand::{rngs::StdRng, Rng, SeedableRng};
fn main() {
AppBuilder::new()
.add_defaults()
.add_system(build_move_system())
.add_system(bevy::diagnostics::build_fps_printer_system())
.setup_world(setup)
.run();
}
fn build_move_system() -> Box<dyn Schedulable> {
SystemBuilder::new("Move")
.read_resource::<Time>()
.write_resource::<AssetStorage<StandardMaterial>>()
.with_query(<(Write<Translation>, Read<Handle<StandardMaterial>>)>::query())
.build(move |_, world, (time, material_storage), person_query| {
for (mut translation, material_handle) in person_query.iter_mut(world) {
let material = material_storage.get_mut(&material_handle).unwrap();
translation.0 += math::vec3(1.0, 0.0, 0.0) * time.delta_seconds;
material.albedo = material.albedo
+ Color::rgb(-time.delta_seconds, -time.delta_seconds, time.delta_seconds);
}
})
}
fn setup(world: &mut World, resources: &mut Resources) {
let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
let mut material_storage = resources
.get_mut::<AssetStorage<StandardMaterial>>()
.unwrap();
let cube_handle = mesh_storage.add(Mesh::load(MeshType::Cube));
let plane_handle = mesh_storage.add(Mesh::load(MeshType::Plane { size: 10.0 }));
let cube_material_handle = material_storage.add(StandardMaterial {
albedo: Color::rgb(0.5, 0.4, 0.3),
..Default::default()
});
let plane_material_handle = material_storage.add(StandardMaterial {
albedo: Color::rgb(0.1, 0.2, 0.1),
..Default::default()
});
let mut builder = world
.build()
// plane
.add_entity(MeshEntity {
mesh: plane_handle,
material: plane_material_handle,
..Default::default()
})
// cube
.add_entity(MeshEntity {
mesh: cube_handle,
material: cube_material_handle,
translation: Translation::new(0.0, 0.0, 1.0),
..Default::default()
})
// light
.add_entity(LightEntity {
translation: Translation::new(4.0, -4.0, 5.0),
..Default::default()
})
// camera
.add_entity(CameraEntity {
camera: Camera::new(CameraType::Projection {
fov: std::f32::consts::PI / 4.0,
near: 1.0,
far: 1000.0,
aspect_ratio: 1.0,
}),
active_camera: ActiveCamera,
local_to_world: LocalToWorld(Mat4::look_at_rh(
Vec3::new(3.0, 8.0, 5.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 0.0, 1.0),
)),
});
let mut rng = StdRng::from_entropy();
for _ in 0..500 {
let spawned_material_handle = material_storage.add(StandardMaterial {
albedo: Color::rgb(
rng.gen_range(0.0, 1.0),
rng.gen_range(0.0, 1.0),
rng.gen_range(0.0, 1.0),
),
..Default::default()
});
builder = builder.add_entity(MeshEntity {
mesh: cube_handle,
material: spawned_material_handle,
translation: Translation::new(
rng.gen_range(-50.0, 50.0),
rng.gen_range(-50.0, 50.0),
0.0,
),
renderable: Renderable {
instanced: true,
..Default::default()
},
..Default::default()
})
}
builder.build();
}