docs/bevy/examples/asset/repeated_texture.rs 3.4 K · 97 lines · raw · history

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 image::{ImageAddressMode, ImageLoaderSettings, ImageSampler, ImageSamplerDescriptor},
6 math::Affine2,
7 prelude::*,
8 };
9
10 fn main() {
11 App::new()
12 .add_plugins(DefaultPlugins)
13 .add_systems(Startup, setup)
14 .run();
15 }
16
17 fn setup(
18 mut commands: Commands,
19 asset_server: Res<AssetServer>,
20 mut meshes: ResMut<Assets<Mesh>>,
21 mut materials: ResMut<Assets<StandardMaterial>>,
22 ) {
23 let image_with_default_sampler =
24 asset_server.load("textures/fantasy_ui_borders/panel-border-010.png");
25
26 // central cube with not repeated texture
27 commands.spawn((
28 Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
29 MeshMaterial3d(materials.add(StandardMaterial {
30 base_color_texture: Some(image_with_default_sampler.clone()),
31 ..default()
32 })),
33 Transform::from_translation(Vec3::ZERO),
34 ));
35
36 // left cube with repeated texture
37 commands.spawn((
38 Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
39 MeshMaterial3d(
40 materials.add(StandardMaterial {
41 base_color_texture: Some(
42 asset_server
43 .load_builder()
44 .with_settings(|s: &mut _| {
45 *s = ImageLoaderSettings {
46 sampler: ImageSampler::Descriptor(ImageSamplerDescriptor {
47 // rewriting mode to repeat image,
48 address_mode_u: ImageAddressMode::Repeat,
49 address_mode_v: ImageAddressMode::Repeat,
50 ..default()
51 }),
52 ..default()
53 }
54 })
55 .load("textures/fantasy_ui_borders/panel-border-010-repeated.png"),
56 ),
57
58 // uv_transform used here for proportions only, but it is full Affine2
59 // that's why you can use rotation and shift also
60 uv_transform: Affine2::from_scale(Vec2::new(2., 3.)),
61 ..default()
62 }),
63 ),
64 Transform::from_xyz(-1.5, 0.0, 0.0),
65 ));
66
67 // right cube with scaled texture, because with default sampler
68 commands.spawn((
69 Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
70 MeshMaterial3d(materials.add(StandardMaterial {
71 // there is no sampler set, that's why
72 // by default you see only one small image in a row/column
73 // and other space is filled by image edge
74 base_color_texture: Some(image_with_default_sampler),
75
76 // uv_transform used here for proportions only, but it is full Affine2
77 // that's why you can use rotation and shift also
78 uv_transform: Affine2::from_scale(Vec2::new(2., 3.)),
79 ..default()
80 })),
81 Transform::from_xyz(1.5, 0.0, 0.0),
82 ));
83
84 // light
85 commands.spawn((
86 PointLight {
87 shadow_maps_enabled: true,
88 ..default()
89 },
90 Transform::from_xyz(4.0, 8.0, 4.0),
91 ));
92 // camera
93 commands.spawn((
94 Camera3d::default(),
95 Transform::from_xyz(0.0, 1.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
96 ));
97 }