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This PR adds normal maps on top of PBR #1554. Once that PR lands, the changes should look simpler. Edit: Turned out to be so little extra work, I added metallic/roughness texture too. And occlusion and emissive. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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Original file line number | Diff line number | Diff line change |
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@@ -1,21 +1,39 @@ | ||
use bevy::prelude::*; | ||
use bevy::{pbr::AmbientLight, prelude::*}; | ||
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fn main() { | ||
App::build() | ||
.insert_resource(AmbientLight { | ||
color: Color::WHITE, | ||
brightness: 1.0 / 5.0f32, | ||
}) | ||
.insert_resource(Msaa { samples: 4 }) | ||
.add_plugins(DefaultPlugins) | ||
.add_startup_system(setup.system()) | ||
.add_system(rotator_system.system()) | ||
.run(); | ||
} | ||
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { | ||
commands.spawn_scene(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0")); | ||
commands.spawn_bundle(LightBundle { | ||
transform: Transform::from_xyz(4.0, 5.0, 4.0), | ||
..Default::default() | ||
}); | ||
commands.spawn_bundle(PerspectiveCameraBundle { | ||
transform: Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y), | ||
..Default::default() | ||
}); | ||
commands | ||
.spawn_bundle(LightBundle { | ||
transform: Transform::from_xyz(3.0, 5.0, 3.0), | ||
..Default::default() | ||
}) | ||
.insert(Rotates); | ||
} | ||
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/// this component indicates what entities should rotate | ||
struct Rotates; | ||
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fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Rotates>>) { | ||
for mut transform in query.iter_mut() { | ||
*transform = Transform::from_rotation(Quat::from_rotation_y( | ||
(4.0 * std::f32::consts::PI / 20.0) * time.delta_seconds(), | ||
)) * *transform; | ||
} | ||
} |
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