pub struct DefaultMatBuilder {
    pub color: [f32; 3],
    pub albedo: AssetHandle,
    pub metallic: f32,
    pub metallic_map: AssetHandle,
    pub roughness: f32,
    pub roughness_map: AssetHandle,
    pub normal: f32,
    pub normal_map: AssetHandle,
}

Fields§

§color: [f32; 3]§albedo: AssetHandle§metallic: f32§metallic_map: AssetHandle§roughness: f32§roughness_map: AssetHandle§normal: f32§normal_map: AssetHandle

Implementations§

source§

impl DefaultMatBuilder

source

pub fn new() -> Self

source

pub fn color(self, value: impl Into<[f32; 3]>) -> Self

source

pub fn albedo(self, handle: AssetHandle) -> Self

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examples/serde.rs (line 44)
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fn setup(
    mut asset_manager: Write<AssetManager>,
    mut cmd: Write<CommandBuffer>,
){
    let texture_id = asset_manager.create_texture("assets/uv.jpg", Filter::Nearest);    
    let mesh = Mesh::load_obj("assets/model.obj").swap_remove(0);
    
    cmd.spawn(ModelBundle {
        mesh,
        material: asset_manager.create_material(
            DefaultMat::builder()
                .albedo(texture_id)
                .metallic(0.0)
                .roughness(1.0)
                .build(),
        ),
        transform: Transform::default(),
    });
    
    cmd.spawn(CameraBundle{
        camera: 
            Camera::builder()
                .is_active(true)
                .build(),
        transform: Transform::from_translation(Vector3::new(0.0, 0.0, 5.0)),
    });
}
More examples
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examples/pbr.rs (line 47)
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fn create_scene(
    mut cmd: Write<CommandBuffer>,
    mut asset_manager: Write<AssetManager>,
){    
    let diffuse = asset_manager.create_texture("assets/pbr_test/diffuse.jpg", Filter::Linear);
    
    cmd.spawn(
        ModelBundle::builder()
            .mesh(Mesh::plane())
            .material(asset_manager.create_material(
                DefaultMat::builder()
                    .albedo(diffuse)
                    .metallic(0.0)
                    .roughness(0.5)
                    .build()
            ))
            .transform(Transform::from_rotation(UnitQuaternion::from_axis_angle(&Vector3::x_axis(), to_radian(-45.0))))
            .build()
    );
    
    cmd.spawn((
        Camera::builder()
            .is_active(true)
            .camera_type(CameraType::FirstPerson)
            .build(),
        Transform::from_translation(Vector3::new(0.0, 0.0, 3.0)),
        CameraConfiguration {
            limit: (-85.0, 85.0),
            ..Default::default()
        },
    ));
    
    cmd.spawn((
        DirectionalLight {
            direction: Vector3::new(-1., -1., 0.),
            illuminance: [0.5, 0.5, 0.5],
        },
    ));
    
    let sky_tex = asset_manager.create_texture("assets/StandardCubeMap.png", Filter::Linear);
    
    cmd.spawn(
        ModelBundle::builder()
            .mesh(Mesh::load_obj("assets/skybox.obj").swap_remove(0))
            .material(
                asset_manager.create_material(
                    DefaultMat::builder()
                        .albedo(sky_tex)
                        .build()
                )
            )
            .transform(Transform::default())
            .build()
    );
}
source

pub fn metallic(self, value: f32) -> Self

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examples/serde.rs (line 45)
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fn setup(
    mut asset_manager: Write<AssetManager>,
    mut cmd: Write<CommandBuffer>,
){
    let texture_id = asset_manager.create_texture("assets/uv.jpg", Filter::Nearest);    
    let mesh = Mesh::load_obj("assets/model.obj").swap_remove(0);
    
    cmd.spawn(ModelBundle {
        mesh,
        material: asset_manager.create_material(
            DefaultMat::builder()
                .albedo(texture_id)
                .metallic(0.0)
                .roughness(1.0)
                .build(),
        ),
        transform: Transform::default(),
    });
    
    cmd.spawn(CameraBundle{
        camera: 
            Camera::builder()
                .is_active(true)
                .build(),
        transform: Transform::from_translation(Vector3::new(0.0, 0.0, 5.0)),
    });
}
More examples
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examples/pbr.rs (line 48)
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fn create_scene(
    mut cmd: Write<CommandBuffer>,
    mut asset_manager: Write<AssetManager>,
){    
    let diffuse = asset_manager.create_texture("assets/pbr_test/diffuse.jpg", Filter::Linear);
    
    cmd.spawn(
        ModelBundle::builder()
            .mesh(Mesh::plane())
            .material(asset_manager.create_material(
                DefaultMat::builder()
                    .albedo(diffuse)
                    .metallic(0.0)
                    .roughness(0.5)
                    .build()
            ))
            .transform(Transform::from_rotation(UnitQuaternion::from_axis_angle(&Vector3::x_axis(), to_radian(-45.0))))
            .build()
    );
    
    cmd.spawn((
        Camera::builder()
            .is_active(true)
            .camera_type(CameraType::FirstPerson)
            .build(),
        Transform::from_translation(Vector3::new(0.0, 0.0, 3.0)),
        CameraConfiguration {
            limit: (-85.0, 85.0),
            ..Default::default()
        },
    ));
    
    cmd.spawn((
        DirectionalLight {
            direction: Vector3::new(-1., -1., 0.),
            illuminance: [0.5, 0.5, 0.5],
        },
    ));
    
    let sky_tex = asset_manager.create_texture("assets/StandardCubeMap.png", Filter::Linear);
    
    cmd.spawn(
        ModelBundle::builder()
            .mesh(Mesh::load_obj("assets/skybox.obj").swap_remove(0))
            .material(
                asset_manager.create_material(
                    DefaultMat::builder()
                        .albedo(sky_tex)
                        .build()
                )
            )
            .transform(Transform::default())
            .build()
    );
}
source

pub fn metallic_map(self, handle: AssetHandle) -> Self

source

pub fn roughness(self, value: f32) -> Self

Examples found in repository?
examples/serde.rs (line 46)
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fn setup(
    mut asset_manager: Write<AssetManager>,
    mut cmd: Write<CommandBuffer>,
){
    let texture_id = asset_manager.create_texture("assets/uv.jpg", Filter::Nearest);    
    let mesh = Mesh::load_obj("assets/model.obj").swap_remove(0);
    
    cmd.spawn(ModelBundle {
        mesh,
        material: asset_manager.create_material(
            DefaultMat::builder()
                .albedo(texture_id)
                .metallic(0.0)
                .roughness(1.0)
                .build(),
        ),
        transform: Transform::default(),
    });
    
    cmd.spawn(CameraBundle{
        camera: 
            Camera::builder()
                .is_active(true)
                .build(),
        transform: Transform::from_translation(Vector3::new(0.0, 0.0, 5.0)),
    });
}
More examples
Hide additional examples
examples/pbr.rs (line 49)
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fn create_scene(
    mut cmd: Write<CommandBuffer>,
    mut asset_manager: Write<AssetManager>,
){    
    let diffuse = asset_manager.create_texture("assets/pbr_test/diffuse.jpg", Filter::Linear);
    
    cmd.spawn(
        ModelBundle::builder()
            .mesh(Mesh::plane())
            .material(asset_manager.create_material(
                DefaultMat::builder()
                    .albedo(diffuse)
                    .metallic(0.0)
                    .roughness(0.5)
                    .build()
            ))
            .transform(Transform::from_rotation(UnitQuaternion::from_axis_angle(&Vector3::x_axis(), to_radian(-45.0))))
            .build()
    );
    
    cmd.spawn((
        Camera::builder()
            .is_active(true)
            .camera_type(CameraType::FirstPerson)
            .build(),
        Transform::from_translation(Vector3::new(0.0, 0.0, 3.0)),
        CameraConfiguration {
            limit: (-85.0, 85.0),
            ..Default::default()
        },
    ));
    
    cmd.spawn((
        DirectionalLight {
            direction: Vector3::new(-1., -1., 0.),
            illuminance: [0.5, 0.5, 0.5],
        },
    ));
    
    let sky_tex = asset_manager.create_texture("assets/StandardCubeMap.png", Filter::Linear);
    
    cmd.spawn(
        ModelBundle::builder()
            .mesh(Mesh::load_obj("assets/skybox.obj").swap_remove(0))
            .material(
                asset_manager.create_material(
                    DefaultMat::builder()
                        .albedo(sky_tex)
                        .build()
                )
            )
            .transform(Transform::default())
            .build()
    );
}
source

pub fn roughness_map(self, handle: AssetHandle) -> Self

source

pub fn normal(self, value: f32) -> Self

source

pub fn normal_map(self, handle: AssetHandle) -> Self

source

pub fn build(self) -> DefaultMat

Examples found in repository?
examples/serde.rs (line 47)
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fn setup(
    mut asset_manager: Write<AssetManager>,
    mut cmd: Write<CommandBuffer>,
){
    let texture_id = asset_manager.create_texture("assets/uv.jpg", Filter::Nearest);    
    let mesh = Mesh::load_obj("assets/model.obj").swap_remove(0);
    
    cmd.spawn(ModelBundle {
        mesh,
        material: asset_manager.create_material(
            DefaultMat::builder()
                .albedo(texture_id)
                .metallic(0.0)
                .roughness(1.0)
                .build(),
        ),
        transform: Transform::default(),
    });
    
    cmd.spawn(CameraBundle{
        camera: 
            Camera::builder()
                .is_active(true)
                .build(),
        transform: Transform::from_translation(Vector3::new(0.0, 0.0, 5.0)),
    });
}
More examples
Hide additional examples
examples/pbr.rs (line 50)
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fn create_scene(
    mut cmd: Write<CommandBuffer>,
    mut asset_manager: Write<AssetManager>,
){    
    let diffuse = asset_manager.create_texture("assets/pbr_test/diffuse.jpg", Filter::Linear);
    
    cmd.spawn(
        ModelBundle::builder()
            .mesh(Mesh::plane())
            .material(asset_manager.create_material(
                DefaultMat::builder()
                    .albedo(diffuse)
                    .metallic(0.0)
                    .roughness(0.5)
                    .build()
            ))
            .transform(Transform::from_rotation(UnitQuaternion::from_axis_angle(&Vector3::x_axis(), to_radian(-45.0))))
            .build()
    );
    
    cmd.spawn((
        Camera::builder()
            .is_active(true)
            .camera_type(CameraType::FirstPerson)
            .build(),
        Transform::from_translation(Vector3::new(0.0, 0.0, 3.0)),
        CameraConfiguration {
            limit: (-85.0, 85.0),
            ..Default::default()
        },
    ));
    
    cmd.spawn((
        DirectionalLight {
            direction: Vector3::new(-1., -1., 0.),
            illuminance: [0.5, 0.5, 0.5],
        },
    ));
    
    let sky_tex = asset_manager.create_texture("assets/StandardCubeMap.png", Filter::Linear);
    
    cmd.spawn(
        ModelBundle::builder()
            .mesh(Mesh::load_obj("assets/skybox.obj").swap_remove(0))
            .material(
                asset_manager.create_material(
                    DefaultMat::builder()
                        .albedo(sky_tex)
                        .build()
                )
            )
            .transform(Transform::default())
            .build()
    );
}

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