mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 22:50:19 +00:00
04590de678
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
69 lines
2.2 KiB
Rust
69 lines
2.2 KiB
Rust
use bevy::prelude::*;
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fn main() {
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AppBuilder::new().add_defaults().setup_world(setup).run();
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}
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fn setup(world: &mut World, resources: &mut Resources) {
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let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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let cube_handle = mesh_storage.add(Mesh::load(MeshType::Cube));
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let mut texture_storage = resources.get_mut::<AssetStorage<Texture>>().unwrap();
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let texture = Texture::load(TextureType::Png(
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concat!(env!("CARGO_MANIFEST_DIR"), "/assets/temp_bevy_logo.png").to_string(),
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));
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let texture_handle = texture_storage.add(texture);
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let mut material_storage = resources
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.get_mut::<AssetStorage<StandardMaterial>>()
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.unwrap();
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let cube_material_handle = material_storage.add(StandardMaterial {
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albedo_texture: Some(texture_handle),
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..Default::default()
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});
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let modulated_cube_material_handle = material_storage.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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..Default::default()
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});
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world
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.build()
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// cube
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.add_entity(MeshEntity {
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mesh: cube_handle,
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material: cube_material_handle,
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translation: Translation::new(1.0, 0.0, 0.0),
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..Default::default()
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})
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// cube modulated
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.add_entity(MeshEntity {
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mesh: cube_handle,
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material: modulated_cube_material_handle,
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translation: Translation::new(-1.0, 0.0, 0.0),
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..Default::default()
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})
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// light
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.add_entity(LightEntity {
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translation: Translation::new(4.0, 4.0, 5.0),
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..Default::default()
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})
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// camera
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.add_entity(CameraEntity {
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camera: Camera::new(CameraType::Projection {
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fov: std::f32::consts::PI / 4.0,
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near: 1.0,
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far: 1000.0,
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aspect_ratio: 1.0,
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}),
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active_camera: ActiveCamera,
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local_to_world: LocalToWorld(Mat4::look_at_rh(
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Vec3::new(3.0, 8.0, 5.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 1.0),
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)),
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})
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.build();
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}
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