 b6a647cc01
			
		
	
	
		b6a647cc01
		
	
	
	
	
		
			
			Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`.
```rust
use bevy::prelude::*;
#[derive(Default)]
struct Foo {
  bar: usize,
  baz: usize,
}
// Normally you would do this:
let foo = Foo {
  bar: 10,
  ..Default::default()
};
// But now you can do this:
let foo = Foo {
  bar: 10,
  ..default()
};
```
The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
		
	
			
		
			
				
	
	
		
			57 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			57 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::prelude::*;
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| 
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| /// This example shows how to configure Multi-Sample Anti-Aliasing. Setting the sample count higher
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| /// will result in smoother edges, but it will also increase the cost to render those edges. The
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| /// range should generally be somewhere between 1 (no multi sampling, but cheap) to 8 (crisp but
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| /// expensive).
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| /// Note that WGPU currently only supports 1 or 4 samples.
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| /// Ultimately we plan on supporting whatever is natively supported on a given device.
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| /// Check out [this issue](https://github.com/gfx-rs/wgpu/issues/1832) for more info.
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| fn main() {
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|     App::new()
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|         .insert_resource(Msaa { samples: 4 })
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup)
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|         .add_system(cycle_msaa)
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|         .run();
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| }
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| 
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| /// set up a simple 3D scene
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| fn setup(
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|     mut commands: Commands,
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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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|     info!("Press 'm' to toggle MSAA");
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|     info!("Using 4x MSAA");
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| 
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|     // cube
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|     commands.spawn_bundle(PbrBundle {
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|         mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })),
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|         material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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|         ..default()
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|     });
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|     // light
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|     commands.spawn_bundle(PointLightBundle {
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|         transform: Transform::from_xyz(4.0, 8.0, 4.0),
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|         ..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, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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| 
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| fn cycle_msaa(input: Res<Input<KeyCode>>, mut msaa: ResMut<Msaa>) {
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|     if input.just_pressed(KeyCode::M) {
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|         if msaa.samples == 4 {
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|             info!("Not using MSAA");
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|             msaa.samples = 1;
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|         } else {
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|             info!("Using 4x MSAA");
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|             msaa.samples = 4;
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|         }
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|     }
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| }
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