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msaa.rs
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msaa.rs
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//! This example shows how to configure Multi-Sample Anti-Aliasing. Setting the sample count higher
//! will result in smoother edges, but it will also increase the cost to render those edges. The
//! range should generally be somewhere between 1 (no multi sampling, but cheap) to 8 (crisp but
//! expensive).
//! Note that web currently only supports 1 or 4 samples.
use bevy::prelude::*;
fn main() {
App::new()
.insert_resource(Msaa::default())
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(cycle_msaa)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
info!("Press '1/2/4/8' respectively to set MSAA sample count");
info!("Using 4x MSAA");
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })),
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
..default()
});
// light
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-3.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
fn cycle_msaa(input: Res<Input<KeyCode>>, mut msaa: ResMut<Msaa>) {
if input.just_pressed(KeyCode::Key1) {
info!("Not using MSAA");
*msaa = Msaa::Off;
}
if input.just_pressed(KeyCode::Key2) {
info!("Using 2x MSAA");
*msaa = Msaa::Sample2;
}
if input.just_pressed(KeyCode::Key4) {
info!("Using 4x MSAA");
*msaa = Msaa::Sample4;
}
if input.just_pressed(KeyCode::Key8) {
info!("Using 8x MSAA");
*msaa = Msaa::Sample8;
}
}