use bevy::prelude::*; fn main() { App::build() .add_default_plugins() .add_startup_system(setup.system()) .run(); } /// sets up a scene with textured entities fn setup( command_buffer: &mut CommandBuffer, asset_server: Res, mut meshes: ResMut>, mut textures: ResMut>, mut materials: ResMut>, ) { // load a texture let texture_handle = asset_server .load_sync(&mut textures, "assets/branding/bevy_logo_dark_big.png") .unwrap(); let texture = textures.get(&texture_handle).unwrap(); let aspect = texture.aspect(); // create a new quad mesh. this is what we will apply the texture to let quad_width = 8.0; let quad_handle = meshes.add(Mesh::from(shape::Quad { size: Vec2::new(quad_width, quad_width * aspect), })); // this material renders the texture normally let material_handle = materials.add(StandardMaterial { albedo_texture: Some(texture_handle), ..Default::default() }); // this material modulates the texture to make it red let modulated_material_handle = materials.add(StandardMaterial { albedo: Color::rgba(1.0, 0.0, 0.0, 0.5), albedo_texture: Some(texture_handle), ..Default::default() }); // add entities to the world command_buffer .build() // textured quad - normal .add_entity(MeshEntity { mesh: quad_handle, material: material_handle, translation: Translation::new(0.0, 0.0, 0.0), rotation: Rotation::from_euler_angles(0.0, std::f32::consts::PI / 3.0, 0.0), ..Default::default() }) // textured quad - modulated .add_entity(MeshEntity { mesh: quad_handle, material: modulated_material_handle, translation: Translation::new(0.0, 1.5, 0.0), rotation: Rotation::from_euler_angles(0.0, std::f32::consts::PI / 3.0, 0.0), ..Default::default() }) // light .add_entity(LightEntity { translation: Translation::new(0.0, -5.0, 0.0), ..Default::default() }) // camera .add_entity(PerspectiveCameraEntity { transform: Transform::new_sync_disabled(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), )), ..Default::default() }); }