repeated_texture/
repeated_texture.rs

1//! By default Bevy loads images to textures that clamps the image to the edges
2//! This example shows how to configure it to repeat the image instead.
3
4use bevy::{
5    image::{ImageAddressMode, ImageLoaderSettings, ImageSampler, ImageSamplerDescriptor},
6    math::Affine2,
7    prelude::*,
8};
9
10fn main() {
11    App::new()
12        .add_plugins(DefaultPlugins)
13        .add_systems(Startup, setup)
14        .run();
15}
16
17fn setup(
18    mut commands: Commands,
19    asset_server: Res<AssetServer>,
20    mut meshes: ResMut<Assets<Mesh>>,
21    mut materials: ResMut<Assets<StandardMaterial>>,
22) {
23    let image_with_default_sampler =
24        asset_server.load("textures/fantasy_ui_borders/panel-border-010.png");
25
26    // central cube with not repeated texture
27    commands.spawn((
28        Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
29        MeshMaterial3d(materials.add(StandardMaterial {
30            base_color_texture: Some(image_with_default_sampler.clone()),
31            ..default()
32        })),
33        Transform::from_translation(Vec3::ZERO),
34    ));
35
36    // left cube with repeated texture
37    commands.spawn((
38        Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
39        MeshMaterial3d(materials.add(StandardMaterial {
40            base_color_texture: Some(asset_server.load_with_settings(
41                "textures/fantasy_ui_borders/panel-border-010-repeated.png",
42                |s: &mut _| {
43                    *s = ImageLoaderSettings {
44                        sampler: ImageSampler::Descriptor(ImageSamplerDescriptor {
45                            // rewriting mode to repeat image,
46                            address_mode_u: ImageAddressMode::Repeat,
47                            address_mode_v: ImageAddressMode::Repeat,
48                            ..default()
49                        }),
50                        ..default()
51                    }
52                },
53            )),
54
55            // uv_transform used here for proportions only, but it is full Affine2
56            // that's why you can use rotation and shift also
57            uv_transform: Affine2::from_scale(Vec2::new(2., 3.)),
58            ..default()
59        })),
60        Transform::from_xyz(-1.5, 0.0, 0.0),
61    ));
62
63    // right cube with scaled texture, because with default sampler
64    commands.spawn((
65        Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
66        MeshMaterial3d(materials.add(StandardMaterial {
67            // there is no sampler set, that's why
68            // by default you see only one small image in a row/column
69            // and other space is filled by image edge
70            base_color_texture: Some(image_with_default_sampler),
71
72            // uv_transform used here for proportions only, but it is full Affine2
73            // that's why you can use rotation and shift also
74            uv_transform: Affine2::from_scale(Vec2::new(2., 3.)),
75            ..default()
76        })),
77        Transform::from_xyz(1.5, 0.0, 0.0),
78    ));
79
80    // light
81    commands.spawn((
82        PointLight {
83            shadows_enabled: true,
84            ..default()
85        },
86        Transform::from_xyz(4.0, 8.0, 4.0),
87    ));
88    // camera
89    commands.spawn((
90        Camera3d::default(),
91        Transform::from_xyz(0.0, 1.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
92    ));
93}