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Example with repeated texture (#13176)
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# Objective

Fixes #11136 .
Fixes #11161.

## Solution

- Set image sampler with repeated mode for u and v
- set uv_transform of StandardMaterial to resizing params

## Testing

Got this view on example run

![image](https://github.com/bevyengine/bevy/assets/17225606/a5f7c414-7966-4c31-97e1-320241ddc75b)
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bugsweeper committed May 5, 2024
1 parent d1099ac commit 088960f
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11 changes: 11 additions & 0 deletions Cargo.toml
Expand Up @@ -1381,6 +1381,17 @@ description = "Demonstrates how to process and load custom assets"
category = "Assets"
wasm = false

[[example]]
name = "repeated_texture"
path = "examples/asset/repeated_texture.rs"
doc-scrape-examples = true

[package.metadata.example.repeated_texture]
name = "Repeated texture configuration"
description = "How to configure the texture to repeat instead of the default clamp to edges"
category = "Assets"
wasm = true

# Async Tasks
[[example]]
name = "async_compute"
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1 change: 1 addition & 0 deletions examples/README.md
Expand Up @@ -209,6 +209,7 @@ Example | Description
[Embedded Asset](../examples/asset/embedded_asset.rs) | Embed an asset in the application binary and load it
[Extra asset source](../examples/asset/extra_source.rs) | Load an asset from a non-standard asset source
[Hot Reloading of Assets](../examples/asset/hot_asset_reloading.rs) | Demonstrates automatic reloading of assets when modified on disk
[Repeated texture configuration](../examples/asset/repeated_texture.rs) | How to configure the texture to repeat instead of the default clamp to edges

## Async Tasks

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99 changes: 99 additions & 0 deletions examples/asset/repeated_texture.rs
@@ -0,0 +1,99 @@
//! By default Bevy loads images to textures that clamps the image to the edges
//! This example shows how to configure it to repeat the image instead.

use bevy::{
math::Affine2,
prelude::*,
render::texture::{
ImageAddressMode, ImageLoaderSettings, ImageSampler, ImageSamplerDescriptor,
},
};

fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}

fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let image_with_default_sampler =
asset_server.load("textures/fantasy_ui_borders/panel-border-010.png");

// central cube with not repeated texture
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: materials.add(StandardMaterial {
base_color_texture: Some(image_with_default_sampler.clone()),
..default()
}),
transform: Transform::from_translation(Vec3::ZERO),
..default()
});

// left cube with repeated texture
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: materials.add(StandardMaterial {
base_color_texture: Some(asset_server.load_with_settings(
"textures/fantasy_ui_borders/panel-border-010-repeated.png",
|s: &mut _| {
*s = ImageLoaderSettings {
sampler: ImageSampler::Descriptor(ImageSamplerDescriptor {
// rewriting mode to repeat image,
address_mode_u: ImageAddressMode::Repeat,
address_mode_v: ImageAddressMode::Repeat,
..default()
}),
..default()
}
},
)),

// uv_transform used here for proportions only, but it is full Affine2
// that's why you can use rotation and shift also
uv_transform: Affine2::from_scale(Vec2::new(2., 3.)),
..default()
}),
transform: Transform::from_xyz(-1.5, 0.0, 0.0),
..default()
});

// right cube with scaled texture, because with default sampler
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: materials.add(StandardMaterial {
// there is no sampler set, that's why
// by default you see only one small image in a row/column
// and other space is filled by image edge
base_color_texture: Some(image_with_default_sampler),

// uv_transform used here for proportions only, but it is full Affine2
// that's why you can use rotation and shift also
uv_transform: Affine2::from_scale(Vec2::new(2., 3.)),
..default()
}),
transform: Transform::from_xyz(1.5, 0.0, 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(0.0, 1.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}

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