 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).
		
			
				
	
	
		
			84 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			84 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::prelude::*;
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| 
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| /// This example illustrates various ways to load assets
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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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|         .run();
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| }
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| 
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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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|     meshes: Res<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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| ) {
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|     // By default AssetServer will load assets from inside the "assets" folder.
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|     // For example, the next line will load "ROOT/assets/models/cube/cube.gltf#Mesh0/Primitive0",
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|     // where "ROOT" is the directory of the Application.
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|     //
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|     // This can be overridden by setting the "CARGO_MANIFEST_DIR" environment variable (see
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|     // https://doc.rust-lang.org/cargo/reference/environment-variables.html)
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|     // to another directory. When the Application is run through Cargo, "CARGO_MANIFEST_DIR" is
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|     // automatically set to your crate (workspace) root directory.
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|     let cube_handle = asset_server.load("models/cube/cube.gltf#Mesh0/Primitive0");
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|     let sphere_handle = asset_server.load("models/sphere/sphere.gltf#Mesh0/Primitive0");
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| 
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|     // All assets end up in their Assets<T> collection once they are done loading:
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|     if let Some(sphere) = meshes.get(&sphere_handle) {
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|         // You might notice that this doesn't run! This is because assets load in parallel without
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|         // blocking. When an asset has loaded, it will appear in relevant Assets<T>
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|         // collection.
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|         info!("{:?}", sphere.primitive_topology());
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|     } else {
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|         info!("sphere hasn't loaded yet");
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|     }
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| 
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|     // You can load all assets in a folder like this. They will be loaded in parallel without
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|     // blocking
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|     let _scenes: Vec<HandleUntyped> = asset_server.load_folder("models/monkey").unwrap();
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| 
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|     // Then any asset in the folder can be accessed like this:
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|     let monkey_handle = asset_server.get_handle("models/monkey/Monkey.gltf#Mesh0/Primitive0");
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| 
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|     // You can also add assets directly to their Assets<T> storage:
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|     let material_handle = materials.add(StandardMaterial {
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|         base_color: Color::rgb(0.8, 0.7, 0.6),
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|         ..Default::default()
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|     });
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| 
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|     // monkey
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|     commands.spawn_bundle(PbrBundle {
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|         mesh: monkey_handle,
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|         material: material_handle.clone(),
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|         transform: Transform::from_xyz(-3.0, 0.0, 0.0),
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|         ..Default::default()
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|     });
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|     // cube
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|     commands.spawn_bundle(PbrBundle {
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|         mesh: cube_handle,
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|         material: material_handle.clone(),
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|         transform: Transform::from_xyz(0.0, 0.0, 0.0),
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|         ..Default::default()
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|     });
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|     // sphere
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|     commands.spawn_bundle(PbrBundle {
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|         mesh: sphere_handle,
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|         material: material_handle,
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|         transform: Transform::from_xyz(3.0, 0.0, 0.0),
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|         ..Default::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, 5.0, 4.0),
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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(0.0, 3.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..Default::default()
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|     });
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| }
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