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//! By default Bevy loads images to textures with sampler settings that clamp the image to the edges. | ||
//! This example shows how to change the sampler settings to repeat the image instead. | ||
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use bevy::app::App; | ||
use bevy::app::Startup; | ||
use bevy::asset::{AssetServer, Assets}; | ||
use bevy::math::Vec3; | ||
use bevy::prelude::DefaultPlugins; | ||
use bevy::prelude::OrthographicProjection; | ||
use bevy::prelude::{Camera2dBundle, ColorMaterial, Commands, Mesh, ResMut, Transform}; | ||
use bevy::render::camera::ScalingMode; | ||
use bevy::render::mesh::Indices; | ||
use bevy::render::mesh::PrimitiveTopology; | ||
use bevy::render::texture::{ | ||
ImageAddressMode, ImageLoaderSettings, ImageSampler, ImageSamplerDescriptor, | ||
}; | ||
use bevy::sprite::MaterialMesh2dBundle; | ||
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fn mesh() -> Mesh { | ||
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList); | ||
mesh.insert_attribute( | ||
Mesh::ATTRIBUTE_POSITION, | ||
vec![[0., 0., 0.], [1., 0., 0.], [1., 1., 0.], [0., 1., 0.]], | ||
); | ||
mesh.insert_attribute( | ||
Mesh::ATTRIBUTE_UV_0, | ||
vec![[-1., 2.], [2., 2.], [2., -1.], [-1., -1.]], | ||
); | ||
mesh.set_indices(Some(Indices::U16(vec![0, 1, 2, 2, 3, 0]))); | ||
mesh | ||
} | ||
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fn setup( | ||
mut commands: Commands, | ||
mut meshes: ResMut<Assets<Mesh>>, | ||
mut materials: ResMut<Assets<ColorMaterial>>, | ||
mut asset_server: ResMut<AssetServer>, | ||
) { | ||
commands.spawn(Camera2dBundle { | ||
projection: OrthographicProjection { | ||
scaling_mode: ScalingMode::AutoMin { | ||
min_width: 2., | ||
min_height: 1., | ||
}, | ||
far: 1000., | ||
near: -1000., | ||
..OrthographicProjection::default() | ||
}, | ||
..Camera2dBundle::default() | ||
}); | ||
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// By default Bevy loads images to textures with sampler settings that clamp the image to the edges. | ||
let image = asset_server.load("textures/house_tree_river.png"); | ||
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// Here we override the sampler settings to repeat the image instead. | ||
let image_repeat = asset_server.load_with_settings( | ||
// We are using another file name, because Bevy ignores different loader settings for the same file. | ||
// This is probably a bug. | ||
"textures/house_tree_river_copy.png", | ||
|s: &mut ImageLoaderSettings| match &mut s.sampler { | ||
ImageSampler::Default => { | ||
s.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor { | ||
address_mode_u: ImageAddressMode::Repeat, | ||
address_mode_v: ImageAddressMode::Repeat, | ||
..Default::default() | ||
}) | ||
} | ||
ImageSampler::Descriptor(sampler) => { | ||
sampler.address_mode_u = ImageAddressMode::Repeat; | ||
sampler.address_mode_v = ImageAddressMode::Repeat; | ||
} | ||
}, | ||
); | ||
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let mesh = meshes.add(mesh()); | ||
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commands.spawn(MaterialMesh2dBundle { | ||
mesh: mesh.clone().into(), | ||
material: materials.add(ColorMaterial { | ||
texture: Some(image), | ||
..ColorMaterial::default() | ||
}), | ||
transform: Transform::from_translation(Vec3::new(-0.95, -0.45, 0.)) | ||
.with_scale(Vec3::new(0.9, 0.9, 0.9)), | ||
..MaterialMesh2dBundle::default() | ||
}); | ||
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commands.spawn(MaterialMesh2dBundle { | ||
mesh: mesh.into(), | ||
material: materials.add(ColorMaterial { | ||
texture: Some(image_repeat), | ||
..ColorMaterial::default() | ||
}), | ||
transform: Transform::from_translation(Vec3::new(0.05, -0.45, 0.)) | ||
.with_scale(Vec3::new(0.9, 0.9, 0.9)), | ||
..MaterialMesh2dBundle::default() | ||
}); | ||
} | ||
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fn main() { | ||
App::new() | ||
.add_plugins(DefaultPlugins) | ||
.add_systems(Startup, setup) | ||
.run(); | ||
} |