 ffecb05a0a
			
		
	
	
		ffecb05a0a
		
	
	
	
	
		
			
			This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release. The examples are all ported over and operational with a few exceptions: * I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure. * Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example. * Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
		
			
				
	
	
		
			45 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			45 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
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|     diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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|     prelude::*,
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| };
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_plugin(FrameTimeDiagnosticsPlugin::default())
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|         .add_plugin(LogDiagnosticsPlugin::default())
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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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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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| ) {
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|     const WIDTH: usize = 100;
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|     const HEIGHT: usize = 100;
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|     let mesh = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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|     let material = materials.add(StandardMaterial {
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|         base_color: Color::PINK,
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|         ..Default::default()
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|     });
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|     for x in 0..WIDTH {
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|         for y in 0..HEIGHT {
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|             // cube
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|             commands.spawn_bundle(PbrBundle {
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|                 mesh: mesh.clone(),
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|                 material: material.clone(),
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|                 transform: Transform::from_xyz((x as f32) * 2.0, (y as f32) * 2.0, 0.0),
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|                 ..Default::default()
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|             });
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|         }
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|     }
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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(80.0, 80.0, 300.0),
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|         ..Default::default()
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|     });
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| }
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