 11b41206eb
			
		
	
	
		11b41206eb
		
	
	
	
	
		
			
			This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals: 1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main` 2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. I split this up into 3 commits: 1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`). 2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1). 3. **support manual archetype updates in QueryState**: same situation as (2).
		
			
				
	
	
		
			103 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::prelude::*;
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| 
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| /// This example shows various ways to configure texture materials in 3D
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup)
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|         .run();
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| }
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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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| 
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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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| 
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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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|         unlit: true,
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|         ..Default::default()
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|     });
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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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|         unlit: true,
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|         ..Default::default()
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|     });
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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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|         unlit: true,
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|         ..Default::default()
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|     });
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| 
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|     // textured quad - normal
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|     commands.spawn_bundle(PbrBundle {
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|         mesh: quad_handle.clone(),
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|         material: material_handle,
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|         transform: Transform {
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|             translation: Vec3::new(0.0, 0.0, 1.5),
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|             rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
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|             ..Default::default()
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|         },
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|         visible: Visible {
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|             is_transparent: true,
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|             ..Default::default()
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|         },
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|         ..Default::default()
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|     });
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|     // textured quad - modulated
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|     commands.spawn_bundle(PbrBundle {
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|         mesh: quad_handle.clone(),
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|         material: red_material_handle,
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|         transform: Transform {
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|             translation: Vec3::new(0.0, 0.0, 0.0),
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|             rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
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|             ..Default::default()
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|         },
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|         visible: Visible {
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|             is_transparent: true,
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|             ..Default::default()
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|         },
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|         ..Default::default()
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|     });
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|     // textured quad - modulated
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|     commands.spawn_bundle(PbrBundle {
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|         mesh: quad_handle,
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|         material: blue_material_handle,
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|         transform: Transform {
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|             translation: Vec3::new(0.0, 0.0, -1.5),
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|             rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
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|             ..Default::default()
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|         },
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|         visible: Visible {
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|             is_transparent: true,
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|             ..Default::default()
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|         },
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|         ..Default::default()
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|     });
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|     // camera
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|     commands.spawn_bundle(PerspectiveCameraBundle {
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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::default()
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|     });
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| }
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