 1ba7429371
			
		
	
	
		1ba7429371
		
	
	
	
	
		
			
			# Objective Provide a starting point for #3951, or a partial solution. Providing a few comment blocks to discuss, and hopefully find better one in the process. ## Solution Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. ## Changelog - Moved some existing comments from main() functions in the 2d examples to the file header level - Wrote some more comment blocks for most other 2d examples TODO: - [x] 2d/sprite_sheet, wasnt able to come up with something good yet - [x] all other example groups... Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
		
			
				
	
	
		
			95 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			95 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example shows various ways to configure texture materials in 3D.
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| 
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| use bevy::prelude::*;
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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_startup_system(setup)
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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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|         alpha_mode: AlphaMode::Blend,
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|         unlit: true,
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|         ..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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|         alpha_mode: AlphaMode::Blend,
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|         unlit: true,
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|         ..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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|         alpha_mode: AlphaMode::Blend,
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|         unlit: true,
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|         ..default()
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|     });
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| 
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|     // textured quad - normal
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|     commands.spawn_bundle(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()
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|         },
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|         ..default()
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|     });
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|     // textured quad - modulated
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|     commands.spawn_bundle(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()
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|         },
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|         ..default()
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|     });
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|     // textured quad - modulated
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|     commands.spawn_bundle(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()
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|         },
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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, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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