 45b2db7070
			
		
	
	
		45b2db7070
		
	
	
	
	
		
			
			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>
		
			
				
	
	
		
			105 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			105 lines
		
	
	
		
			3.4 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::build()
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup.system())
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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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|     // add entities to the world
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|     commands
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|         // textured quad - normal
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|         .spawn(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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|         .spawn(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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|         .spawn(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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|         .spawn(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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