render: visualize depth in z_sort_debug

This commit is contained in:
Carter Anderson 2020-06-23 13:42:37 -07:00
parent 99bc2d0ea7
commit b6dbbf04db

View File

@ -18,14 +18,17 @@ fn rotator_system(time: Res<Time>, _rotator: ComMut<Rotator>, mut rotation: ComM
fn camera_order_color_system( fn camera_order_color_system(
world: &mut SubWorld, world: &mut SubWorld,
mut materials: ResMut<Assets<StandardMaterial>>,
camera_query: &mut Query<(Read<Camera>, Read<VisibleEntities>)>, camera_query: &mut Query<(Read<Camera>, Read<VisibleEntities>)>,
_material_query: &mut Query<Write<StandardMaterial>>, _material_query: &mut Query<Read<Handle<StandardMaterial>>>,
) { ) {
for (_camera, visible_entities) in camera_query.iter(world) { for (_camera, visible_entities) in camera_query.iter(world) {
for visible_entity in visible_entities.value.iter() { for visible_entity in visible_entities.value.iter() {
println!("visible_entity: {:?}", visible_entity.order); if let Some(material_handle) = world.get_component::<Handle<StandardMaterial>>(visible_entity.entity) {
// let mut material = world.get_component_mut::<StandardMaterial>(visible_entity.entity).unwrap(); let material = materials.get_mut(&material_handle).unwrap();
// println!("entity {:?}", visible_entity.order); let value = 1.0 - (20.0 - visible_entity.order.0) / 7.0;
material.albedo = Color::rgb(value, value, value);
}
} }
} }
} }