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| 1 | +//! By default Bevy loads images to textures that clamps the image to the edges |
| 2 | +//! This example shows how to configure it to repeat the image instead. |
| 3 | +
|
| 4 | +use bevy::{ |
| 5 | + audio::AudioPlugin, |
| 6 | + image::{ImageAddressMode, ImageLoaderSettings, ImageSampler, ImageSamplerDescriptor}, |
| 7 | + math::Affine2, |
| 8 | + prelude::*, |
| 9 | +}; |
| 10 | + |
| 11 | +/// How much to move some rectangles away from the center |
| 12 | +const RECTANGLE_OFFSET: f32 = 250.0; |
| 13 | +/// Length of the sides of the rectangle |
| 14 | +const RECTANGLE_SIDE: f32 = 200.; |
| 15 | +/// How much to move the label away from the rectangle |
| 16 | +const LABEL_OFFSET: f32 = (RECTANGLE_SIDE / 2.) + 25.; |
| 17 | + |
| 18 | +fn main() { |
| 19 | + App::new() |
| 20 | + .add_plugins(DefaultPlugins.build().disable::<AudioPlugin>()) |
| 21 | + .add_systems(Startup, setup) |
| 22 | + .run(); |
| 23 | +} |
| 24 | + |
| 25 | +fn setup( |
| 26 | + mut commands: Commands, |
| 27 | + asset_server: Res<AssetServer>, |
| 28 | + mut meshes: ResMut<Assets<Mesh>>, |
| 29 | + mut materials: ResMut<Assets<ColorMaterial>>, |
| 30 | +) { |
| 31 | + // #11111: We use a duplicated image so that it can be load with and without |
| 32 | + // settings |
| 33 | + let image_with_default_sampler = |
| 34 | + asset_server.load("textures/fantasy_ui_borders/panel-border-010.png"); |
| 35 | + let image_with_repeated_sampler = asset_server.load_with_settings( |
| 36 | + "textures/fantasy_ui_borders/panel-border-010-repeated.png", |
| 37 | + |s: &mut _| { |
| 38 | + *s = ImageLoaderSettings { |
| 39 | + sampler: ImageSampler::Descriptor(ImageSamplerDescriptor { |
| 40 | + // rewriting mode to repeat image, |
| 41 | + address_mode_u: ImageAddressMode::Repeat, |
| 42 | + address_mode_v: ImageAddressMode::Repeat, |
| 43 | + ..default() |
| 44 | + }), |
| 45 | + ..default() |
| 46 | + } |
| 47 | + }, |
| 48 | + ); |
| 49 | + |
| 50 | + // central rectangle with not repeated texture |
| 51 | + commands.spawn(( |
| 52 | + Mesh2d(meshes.add(Rectangle::new(RECTANGLE_SIDE, RECTANGLE_SIDE))), |
| 53 | + MeshMaterial2d(materials.add(ColorMaterial { |
| 54 | + texture: Some(image_with_default_sampler.clone()), |
| 55 | + ..default() |
| 56 | + })), |
| 57 | + Transform::from_translation(Vec3::ZERO), |
| 58 | + children![( |
| 59 | + Text2d::new("Control"), |
| 60 | + Transform::from_xyz(0., LABEL_OFFSET, 0.), |
| 61 | + )], |
| 62 | + )); |
| 63 | + |
| 64 | + // left rectangle with repeated texture |
| 65 | + commands.spawn(( |
| 66 | + Mesh2d(meshes.add(Rectangle::new(RECTANGLE_SIDE, RECTANGLE_SIDE))), |
| 67 | + MeshMaterial2d(materials.add(ColorMaterial { |
| 68 | + texture: Some(image_with_repeated_sampler), |
| 69 | + // uv_transform used here for proportions only, but it is full Affine2 |
| 70 | + // that's why you can use rotation and shift also |
| 71 | + uv_transform: Affine2::from_scale(Vec2::new(2., 3.)), |
| 72 | + ..default() |
| 73 | + })), |
| 74 | + Transform::from_xyz(-RECTANGLE_OFFSET, 0.0, 0.0), |
| 75 | + children![( |
| 76 | + Text2d::new("Repeat On"), |
| 77 | + Transform::from_xyz(0., LABEL_OFFSET, 0.), |
| 78 | + )], |
| 79 | + )); |
| 80 | + |
| 81 | + // right rectangle with scaled texture, but with default sampler. |
| 82 | + commands.spawn(( |
| 83 | + Mesh2d(meshes.add(Rectangle::new(RECTANGLE_SIDE, RECTANGLE_SIDE))), |
| 84 | + MeshMaterial2d(materials.add(ColorMaterial { |
| 85 | + // there is no sampler set, that's why |
| 86 | + // by default you see only one small image in a row/column |
| 87 | + // and other space is filled by image edge |
| 88 | + texture: Some(image_with_default_sampler), |
| 89 | + |
| 90 | + // uv_transform used here for proportions only, but it is full Affine2 |
| 91 | + // that's why you can use rotation and shift also |
| 92 | + uv_transform: Affine2::from_scale(Vec2::new(2., 3.)), |
| 93 | + ..default() |
| 94 | + })), |
| 95 | + Transform::from_xyz(RECTANGLE_OFFSET, 0.0, 0.0), |
| 96 | + children![( |
| 97 | + Text2d::new("Repeat Off"), |
| 98 | + Transform::from_xyz(0., LABEL_OFFSET, 0.), |
| 99 | + )], |
| 100 | + )); |
| 101 | + |
| 102 | + // camera |
| 103 | + commands.spawn(( |
| 104 | + Camera2d, |
| 105 | + Transform::default().looking_at(Vec3::ZERO, Vec3::Y), |
| 106 | + )); |
| 107 | +} |
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