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pbr.rs
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pbr.rs
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//! This example shows how to configure Physically Based Rendering (PBR) parameters.
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// add entities to the world
for y in -2..=2 {
for x in -5..=5 {
let x01 = (x + 5) as f32 / 10.0;
let y01 = (y + 2) as f32 / 4.0;
// sphere
commands.spawn(PbrBundle {
mesh: meshes.add(
Mesh::try_from(shape::Icosphere {
radius: 0.45,
subdivisions: 32,
})
.unwrap(),
),
material: materials.add(StandardMaterial {
base_color: Color::hex("#ffd891").unwrap(),
// vary key PBR parameters on a grid of spheres to show the effect
metallic: y01,
perceptual_roughness: x01,
..default()
}),
transform: Transform::from_xyz(x as f32, y as f32 + 0.5, 0.0),
..default()
});
}
}
// unlit sphere
commands.spawn(PbrBundle {
mesh: meshes.add(
Mesh::try_from(shape::Icosphere {
radius: 0.45,
subdivisions: 32,
})
.unwrap(),
),
material: materials.add(StandardMaterial {
base_color: Color::hex("#ffd891").unwrap(),
// vary key PBR parameters on a grid of spheres to show the effect
unlit: true,
..default()
}),
transform: Transform::from_xyz(-5.0, -2.5, 0.0),
..default()
});
// light
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(50.0, 50.0, 50.0),
point_light: PointLight {
intensity: 600000.,
range: 100.,
..default()
},
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::default(), Vec3::Y),
projection: OrthographicProjection {
scale: 0.01,
..default()
}
.into(),
..default()
});
}