use bevy::{ asset::{Asset, AssetStorage}, math::{Mat4, Vec3}, render::*, *, }; fn main() { AppBuilder::new().add_defaults().setup_world(setup).run(); } fn setup(world: &mut World) { let cube = Mesh::load(MeshType::Cube); let cube_handle = { let mut mesh_storage = world.resources.get_mut::>().unwrap(); mesh_storage.add(cube) }; world.insert( (), vec![( cube_handle, LocalToWorld::identity(), Material::new(math::vec4(0.5, 0.3, 0.3, 1.0)), )], ); world.insert( (), vec![( Light { color: wgpu::Color { r: 0.8, g: 0.8, b: 0.5, a: 1.0, }, fov: f32::to_radians(60.0), depth: 0.1..50.0, target_view: None, }, LocalToWorld::identity(), Translation::new(4.0, -4.0, 5.0), Rotation::from_euler_angles(0.0, 0.0, 0.0), )], ); world.insert( (), vec![ // camera ( Camera::new(CameraType::Projection { fov: std::f32::consts::PI / 4.0, near: 1.0, far: 1000.0, aspect_ratio: 1.0, }), ActiveCamera, LocalToWorld(Mat4::look_at_rh( Vec3::new(3.0, -5.0, 3.0), Vec3::new(0.0, 0.0, 0.0), Vec3::new(0.0, 0.0, 1.0), )), ), ], ); world.insert( (), vec![ // camera ( Camera::new(CameraType::Orthographic { left: 0.0, right: 0.0, bottom: 0.0, top: 0.0, near: 0.0, far: 1.0, }), ActiveCamera2d, ), ], ); world.insert( (), vec![(Rect { position: math::vec2(75.0, 75.0), dimensions: math::vec2(100.0, 100.0), color: math::vec4(0.0, 1.0, 0.0, 1.0), },)], ); world.insert( (), vec![(Rect { position: math::vec2(50.0, 50.0), dimensions: math::vec2(100.0, 100.0), color: math::vec4(1.0, 0.0, 0.0, 1.0), },)], ); world.insert( (), vec![(Rect { position: math::vec2(100.0, 100.0), dimensions: math::vec2(100.0, 100.0), color: math::vec4(0.0, 0.0, 1.0, 1.0), },)], ); }