bevy/examples/3d/texture.rs
Jonas Matser 45b2db7070 Rebase of existing PBR work (#1554)
This is a rebase of StarArawns PBR work from #261 with IngmarBitters work from #1160 cherry-picked on top.

I had to make a few minor changes to make some intermediate commits compile and the end result is not yet 100% what I expected, so there's a bit more work to do.

Co-authored-by: John Mitchell <toasterthegamer@gmail.com>
Co-authored-by: Ingmar Bitter <ingmar.bitter@gmail.com>
2021-03-20 03:22:33 +00:00

105 lines
3.4 KiB
Rust

use bevy::prelude::*;
/// This example shows various ways to configure texture materials in 3D
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.run();
}
/// sets up a scene with textured entities
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// load a texture and retrieve its aspect ratio
let texture_handle = asset_server.load("branding/bevy_logo_dark_big.png");
let aspect = 0.25;
// 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::new(Vec2::new(
quad_width,
quad_width * aspect,
))));
// this material renders the texture normally
let material_handle = materials.add(StandardMaterial {
base_color_texture: Some(texture_handle.clone()),
unlit: true,
..Default::default()
});
// this material modulates the texture to make it red (and slightly transparent)
let red_material_handle = materials.add(StandardMaterial {
base_color: Color::rgba(1.0, 0.0, 0.0, 0.5),
base_color_texture: Some(texture_handle.clone()),
unlit: true,
..Default::default()
});
// and lets make this one blue! (and also slightly transparent)
let blue_material_handle = materials.add(StandardMaterial {
base_color: Color::rgba(0.0, 0.0, 1.0, 0.5),
base_color_texture: Some(texture_handle),
unlit: true,
..Default::default()
});
// add entities to the world
commands
// textured quad - normal
.spawn(PbrBundle {
mesh: quad_handle.clone(),
material: material_handle,
transform: Transform {
translation: Vec3::new(0.0, 0.0, 1.5),
rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
..Default::default()
},
visible: Visible {
is_transparent: true,
..Default::default()
},
..Default::default()
})
// textured quad - modulated
.spawn(PbrBundle {
mesh: quad_handle.clone(),
material: red_material_handle,
transform: Transform {
translation: Vec3::new(0.0, 0.0, 0.0),
rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
..Default::default()
},
visible: Visible {
is_transparent: true,
..Default::default()
},
..Default::default()
})
// textured quad - modulated
.spawn(PbrBundle {
mesh: quad_handle,
material: blue_material_handle,
transform: Transform {
translation: Vec3::new(0.0, 0.0, -1.5),
rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
..Default::default()
},
visible: Visible {
is_transparent: true,
..Default::default()
},
..Default::default()
})
// camera
.spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
});
}