use bevy::{
core_pipeline::{bloom::BloomSettings, tonemapping::Tonemapping},
prelude::*,
};
use bevy_gltf_extended_loader::{GLTFExtender, SpawnAsset};
fn main() {
App::new()
.add_systems(Startup, setup)
.add_plugins((DefaultPlugins, GLTFExtender))
.run();
}
fn setup(mut commands: Commands, assets: Res<AssetServer>) {
commands.spawn((
Camera3dBundle {
camera: Camera {
hdr: true,
..default()
},
tonemapping: Tonemapping::TonyMcMapface,
transform: Transform::from_xyz(5.0, 5.0, 1.0)
.looking_at(Vec3::new(0.3, 0.0, 0.0), Vec3::Y),
..default()
},
BloomSettings::NATURAL,
));
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
..default()
});
let my_gltf = assets.load("material_test.glb");
commands.spawn(SpawnAsset { handle: my_gltf });
commands.spawn(SceneBundle {
scene: assets.load("material_test.glb#Scene0"),
transform: Transform::from_scale(Vec3::splat(0.1)),
..Default::default()
});
}