-
-
Notifications
You must be signed in to change notification settings - Fork 3.7k
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
- Loading branch information
Showing
3 changed files
with
70 additions
and
0 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,65 @@ | ||
use bevy::{ | ||
ecs::prelude::*, | ||
input::Input, | ||
math::Vec3, | ||
pbr2::{PbrBundle, PointLightBundle, StandardMaterial}, | ||
prelude::{App, Assets, KeyCode, Transform}, | ||
render2::{ | ||
camera::PerspectiveCameraBundle, | ||
color::Color, | ||
mesh::{shape, Mesh}, | ||
view::Msaa, | ||
}, | ||
PipelinedDefaultPlugins, | ||
}; | ||
|
||
/// This example shows how to configure Multi-Sample Anti-Aliasing. Setting the sample count higher | ||
/// will result in smoother edges, but it will also increase the cost to render those edges. The | ||
/// range should generally be somewhere between 1 (no multi sampling, but cheap) to 8 (crisp but | ||
/// expensive) | ||
fn main() { | ||
println!("Press 'm' to toggle MSAA"); | ||
println!("Using 4x MSAA"); | ||
App::new() | ||
.insert_resource(Msaa { samples: 4 }) | ||
.add_plugins(PipelinedDefaultPlugins) | ||
.add_startup_system(setup.system()) | ||
.add_system(cycle_msaa.system()) | ||
.run(); | ||
} | ||
|
||
/// set up a simple 3D scene | ||
fn setup( | ||
mut commands: Commands, | ||
mut meshes: ResMut<Assets<Mesh>>, | ||
mut materials: ResMut<Assets<StandardMaterial>>, | ||
) { | ||
// cube | ||
commands.spawn_bundle(PbrBundle { | ||
mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })), | ||
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()), | ||
..Default::default() | ||
}); | ||
// light | ||
commands.spawn_bundle(PointLightBundle { | ||
transform: Transform::from_xyz(4.0, 8.0, 4.0), | ||
..Default::default() | ||
}); | ||
// camera | ||
commands.spawn_bundle(PerspectiveCameraBundle { | ||
transform: Transform::from_xyz(-3.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y), | ||
..Default::default() | ||
}); | ||
} | ||
|
||
fn cycle_msaa(input: Res<Input<KeyCode>>, mut msaa: ResMut<Msaa>) { | ||
if input.just_pressed(KeyCode::M) { | ||
msaa.samples = if msaa.samples == 4 { | ||
println!("Not using MSAA"); | ||
1 | ||
} else { | ||
println!("Using 4x MSAA"); | ||
4 | ||
}; | ||
} | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters