87 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			87 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example shows various ways to configure texture materials in 3D.
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use std::f32::consts::PI;
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use bevy::prelude::*;
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .run();
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}
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/// sets up a scene with textured entities
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fn setup(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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    // load a texture and retrieve its aspect ratio
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    let texture_handle = asset_server.load("branding/bevy_logo_dark_big.png");
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    let aspect = 0.25;
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    // create a new quad mesh. this is what we will apply the texture to
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    let quad_width = 8.0;
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    let quad_handle = meshes.add(Mesh::from(shape::Quad::new(Vec2::new(
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        quad_width,
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        quad_width * aspect,
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    ))));
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    // this material renders the texture normally
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    let material_handle = materials.add(StandardMaterial {
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        base_color_texture: Some(texture_handle.clone()),
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        alpha_mode: AlphaMode::Blend,
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        unlit: true,
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        ..default()
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    });
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    // this material modulates the texture to make it red (and slightly transparent)
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    let red_material_handle = materials.add(StandardMaterial {
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        base_color: Color::rgba(1.0, 0.0, 0.0, 0.5),
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        base_color_texture: Some(texture_handle.clone()),
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        alpha_mode: AlphaMode::Blend,
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        unlit: true,
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        ..default()
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    });
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    // and lets make this one blue! (and also slightly transparent)
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    let blue_material_handle = materials.add(StandardMaterial {
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        base_color: Color::rgba(0.0, 0.0, 1.0, 0.5),
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        base_color_texture: Some(texture_handle),
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        alpha_mode: AlphaMode::Blend,
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        unlit: true,
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        ..default()
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    });
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    // textured quad - normal
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    commands.spawn(PbrBundle {
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        mesh: quad_handle.clone(),
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        material: material_handle,
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        transform: Transform::from_xyz(0.0, 0.0, 1.5)
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            .with_rotation(Quat::from_rotation_x(-PI / 5.0)),
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        ..default()
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    });
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    // textured quad - modulated
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    commands.spawn(PbrBundle {
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        mesh: quad_handle.clone(),
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        material: red_material_handle,
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        transform: Transform::from_rotation(Quat::from_rotation_x(-PI / 5.0)),
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        ..default()
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    });
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    // textured quad - modulated
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    commands.spawn(PbrBundle {
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        mesh: quad_handle,
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        material: blue_material_handle,
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        transform: Transform::from_xyz(0.0, 0.0, -1.5)
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            .with_rotation(Quat::from_rotation_x(-PI / 5.0)),
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        ..default()
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    });
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    // camera
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    commands.spawn(Camera3dBundle {
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        transform: Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..default()
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    });
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}
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