 de004da8d5
			
		
	
	
		de004da8d5
		
			
		
	
	
	
	
		
			
			# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
		
			
				
	
	
		
			84 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			84 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example shows various ways to configure texture materials in 3D.
 | |
| 
 | |
| use std::f32::consts::PI;
 | |
| 
 | |
| use bevy::prelude::*;
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_systems(Startup, setup)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| /// sets up a scene with textured entities
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     asset_server: Res<AssetServer>,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<StandardMaterial>>,
 | |
| ) {
 | |
|     // load a texture and retrieve its aspect ratio
 | |
|     let texture_handle = asset_server.load("branding/bevy_logo_dark_big.png");
 | |
|     let aspect = 0.25;
 | |
| 
 | |
|     // create a new quad mesh. this is what we will apply the texture to
 | |
|     let quad_width = 8.0;
 | |
|     let quad_handle = meshes.add(Rectangle::new(quad_width, quad_width * aspect));
 | |
| 
 | |
|     // this material renders the texture normally
 | |
|     let material_handle = materials.add(StandardMaterial {
 | |
|         base_color_texture: Some(texture_handle.clone()),
 | |
|         alpha_mode: AlphaMode::Blend,
 | |
|         unlit: true,
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // this material modulates the texture to make it red (and slightly transparent)
 | |
|     let red_material_handle = materials.add(StandardMaterial {
 | |
|         base_color: LegacyColor::rgba(1.0, 0.0, 0.0, 0.5),
 | |
|         base_color_texture: Some(texture_handle.clone()),
 | |
|         alpha_mode: AlphaMode::Blend,
 | |
|         unlit: true,
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // and lets make this one blue! (and also slightly transparent)
 | |
|     let blue_material_handle = materials.add(StandardMaterial {
 | |
|         base_color: LegacyColor::rgba(0.0, 0.0, 1.0, 0.5),
 | |
|         base_color_texture: Some(texture_handle),
 | |
|         alpha_mode: AlphaMode::Blend,
 | |
|         unlit: true,
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // textured quad - normal
 | |
|     commands.spawn(PbrBundle {
 | |
|         mesh: quad_handle.clone(),
 | |
|         material: material_handle,
 | |
|         transform: Transform::from_xyz(0.0, 0.0, 1.5)
 | |
|             .with_rotation(Quat::from_rotation_x(-PI / 5.0)),
 | |
|         ..default()
 | |
|     });
 | |
|     // textured quad - modulated
 | |
|     commands.spawn(PbrBundle {
 | |
|         mesh: quad_handle.clone(),
 | |
|         material: red_material_handle,
 | |
|         transform: Transform::from_rotation(Quat::from_rotation_x(-PI / 5.0)),
 | |
|         ..default()
 | |
|     });
 | |
|     // textured quad - modulated
 | |
|     commands.spawn(PbrBundle {
 | |
|         mesh: quad_handle,
 | |
|         material: blue_material_handle,
 | |
|         transform: Transform::from_xyz(0.0, 0.0, -1.5)
 | |
|             .with_rotation(Quat::from_rotation_x(-PI / 5.0)),
 | |
|         ..default()
 | |
|     });
 | |
|     // camera
 | |
|     commands.spawn(Camera3dBundle {
 | |
|         transform: Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|         ..default()
 | |
|     });
 | |
| }
 |