187 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			187 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
use bevy::prelude::*;
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fn main() {
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    AppBuilder::new()
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        .add_defaults_legacy()
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        .setup_world(setup)
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        .run();
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}
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fn setup(world: &mut World) {
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    let cube = Mesh::load(MeshType::Cube);
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    let cube_handle = {
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        let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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        mesh_storage.add(cube)
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    };
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    // cube
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    world.insert(
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        (),
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        vec![(
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            cube_handle,
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            LocalToWorld::identity(),
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            Material::new(Albedo::Color(math::vec4(0.5, 0.3, 0.3, 1.0))),
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        )],
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    );
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    // light
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    world.insert(
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        (),
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        vec![(
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            Light {
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                color: wgpu::Color {
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                    r: 0.8,
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                    g: 0.8,
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                    b: 0.5,
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                    a: 1.0,
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                },
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                fov: f32::to_radians(60.0),
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                depth: 0.1..50.0,
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                target_view: None,
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            },
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            LocalToWorld::identity(),
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            Translation::new(4.0, -4.0, 5.0),
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            Rotation::from_euler_angles(0.0, 0.0, 0.0),
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        )],
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    );
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    // 3d camera
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    world.insert(
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        (),
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        vec![
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            // camera
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            (
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                Camera::new(CameraType::Projection {
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                    fov: std::f32::consts::PI / 4.0,
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                    near: 1.0,
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                    far: 1000.0,
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                    aspect_ratio: 1.0,
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                }),
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                ActiveCamera,
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                LocalToWorld(Mat4::look_at_rh(
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                    Vec3::new(3.0, -5.0, 3.0),
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                    Vec3::new(0.0, 0.0, 0.0),
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                    Vec3::new(0.0, 0.0, 1.0),
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                )),
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            ),
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        ],
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    );
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    // 2d camera
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    world.insert(
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        (),
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        vec![(
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            Camera::new(CameraType::Orthographic {
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                left: 0.0,
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                right: 0.0,
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                bottom: 0.0,
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                top: 0.0,
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                near: 0.0,
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                far: 1.0,
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            }),
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            ActiveCamera2d,
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        )],
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    );
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    // bottom left anchor with vertical fill
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    world.insert(
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        (),
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        vec![(Node::new(
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            math::vec2(0.0, 0.0),
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            Anchors::new(0.0, 0.0, 0.0, 1.0),
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            Margins::new(10.0, 200.0, 10.0, 10.0),
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            math::vec4(0.1, 0.1, 0.1, 1.0),
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        ),)],
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    );
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    // top right anchor with vertical fill
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    world.insert(
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        (),
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        vec![(Node::new(
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            math::vec2(0.0, 0.0),
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            Anchors::new(1.0, 1.0, 0.0, 1.0),
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            Margins::new(10.0, 100.0, 50.0, 100.0),
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            math::vec4(0.1, 0.1, 0.1, 1.0),
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        ),)],
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    );
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    // render order test: reddest in the back, whitest in the front
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    world.insert(
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        (),
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        vec![(Node::new(
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            math::vec2(75.0, 75.0),
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            Anchors::new(0.5, 0.5, 0.5, 0.5),
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            Margins::new(0.0, 100.0, 0.0, 100.0),
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            math::vec4(1.0, 0.1, 0.1, 1.0),
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        ),)],
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    );
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    world.insert(
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        (),
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        vec![(Node::new(
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            math::vec2(50.0, 50.0),
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            Anchors::new(0.5, 0.5, 0.5, 0.5),
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            Margins::new(0.0, 100.0, 0.0, 100.0),
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            math::vec4(1.0, 0.3, 0.3, 1.0),
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        ),)],
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    );
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    world.insert(
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        (),
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        vec![(Node::new(
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            math::vec2(100.0, 100.0),
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            Anchors::new(0.5, 0.5, 0.5, 0.5),
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            Margins::new(0.0, 100.0, 0.0, 100.0),
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            math::vec4(1.0, 0.5, 0.5, 1.0),
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        ),)],
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    );
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    world.insert(
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        (),
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        vec![(Node::new(
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            math::vec2(150.0, 150.0),
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            Anchors::new(0.5, 0.5, 0.5, 0.5),
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            Margins::new(0.0, 100.0, 0.0, 100.0),
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            math::vec4(1.0, 0.7, 0.7, 1.0),
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        ),)],
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    );
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    // parenting
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    let parent = *world
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        .insert(
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            (),
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            vec![(Node::new(
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                math::vec2(300.0, 300.0),
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                Anchors::new(0.0, 0.0, 0.0, 0.0),
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                Margins::new(0.0, 200.0, 0.0, 200.0),
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                math::vec4(0.1, 0.1, 1.0, 1.0),
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            ),)],
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        )
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        .first()
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        .unwrap();
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    world.insert(
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        (),
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        vec![(
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            Node::new(
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                math::vec2(0.0, 0.0),
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                Anchors::new(0.0, 1.0, 0.0, 1.0),
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                Margins::new(20.0, 20.0, 20.0, 20.0),
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                math::vec4(0.6, 0.6, 1.0, 1.0),
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            ),
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            Parent(parent),
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        )],
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    );
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    // alpha test
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    world.insert(
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        (),
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        vec![(Node::new(
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            math::vec2(200.0, 200.0),
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            Anchors::new(0.5, 0.5, 0.5, 0.5),
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            Margins::new(0.0, 100.0, 0.0, 100.0),
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            math::vec4(1.0, 0.9, 0.9, 0.4),
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        ),)],
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    );
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}
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