rendering code

This commit is contained in:
awtterpip
2024-03-08 18:27:33 -06:00
parent c292988e45
commit 47eba9215f
14 changed files with 735 additions and 242 deletions

View File

@@ -1,56 +1,51 @@
// //! A simple 3D scene with light shining over a cube sitting on a plane.
//! A simple 3D scene with light shining over a cube sitting on a plane.
// use bevy::prelude::*;
// use bevy::render::camera::RenderTarget;
// use bevy_oxr::webxr::render::{XrRenderingPlugin, XR_TEXTURE_VIEW_HANDLE};
// use bevy_oxr::webxr::XrInitPlugin;
use bevy::{prelude::*, render::camera::RenderTarget};
use bevy_oxr::openxr::{render::LEFT_XR_TEXTURE_HANDLE, DefaultXrPlugins};
// fn main() {
// App::new()
// .add_plugins((DefaultPlugins, XrInitPlugin, XrRenderingPlugin))
// .add_systems(Startup, setup)
// .run();
// }
fn main() {
App::new()
.add_plugins(DefaultXrPlugins)
.add_systems(Startup, setup)
.run();
}
// /// set up a simple 3D scene
// fn setup(
// mut commands: Commands,
// mut meshes: ResMut<Assets<Mesh>>,
// mut materials: ResMut<Assets<StandardMaterial>>,
// ) {
// // circular base
// commands.spawn(PbrBundle {
// mesh: meshes.add(shape::Circle::new(4.0).into()),
// material: materials.add(Color::WHITE.into()),
// transform: Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
// ..default()
// });
// // cube
// commands.spawn(PbrBundle {
// mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
// material: materials.add(Color::rgb_u8(124, 144, 255).into()),
// transform: Transform::from_xyz(0.0, 0.5, 0.0),
// ..default()
// });
// // light
// commands.spawn(PointLightBundle {
// point_light: PointLight {
// intensity: 1500.0,
// shadows_enabled: true,
// ..default()
// },
// transform: Transform::from_xyz(4.0, 8.0, 4.0),
// ..default()
// });
// // camera
// commands.spawn(Camera3dBundle {
// transform: Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
// camera: Camera {
// target: RenderTarget::TextureView(XR_TEXTURE_VIEW_HANDLE),
// ..default()
// },
// ..default()
// });
// }
fn main() {}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// circular base
commands.spawn(PbrBundle {
mesh: meshes.add(Circle::new(4.0)),
material: materials.add(Color::WHITE),
transform: Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
..default()
});
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: materials.add(Color::rgb_u8(124, 144, 255)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
camera: Camera {
target: RenderTarget::TextureView(LEFT_XR_TEXTURE_HANDLE),
..default()
},
..default()
});
}