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Add support for flat shading with indiced meshes
Use the partial derivative (dFdx, dFdy) for computing facet normals in the fragment shader. I made this as an alternative for bevyengine#1808 when for example making procedually generated terrain.
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,57 @@ | ||
use bevy::prelude::*; | ||
|
||
fn main() { | ||
App::new() | ||
.insert_resource(Msaa { samples: 4 }) | ||
.add_plugins(DefaultPlugins) | ||
.add_startup_system(setup) | ||
.run(); | ||
} | ||
|
||
/// set up a simple 3D scene | ||
fn setup( | ||
mut commands: Commands, | ||
mut meshes: ResMut<Assets<Mesh>>, | ||
mut materials: ResMut<Assets<StandardMaterial>>, | ||
) { | ||
// flat | ||
commands.spawn_bundle(PbrBundle { | ||
mesh: meshes.add(Mesh::from(shape::Icosphere { | ||
radius: 0.5, | ||
subdivisions: 4, | ||
})), | ||
material: materials.add(StandardMaterial { | ||
base_color: Color::rgb(0.8, 0.7, 0.6), | ||
flat_shading: true, | ||
..Default::default() | ||
}), | ||
transform: Transform::from_xyz(-0.55, 0.5, 0.0), | ||
..Default::default() | ||
}); | ||
// smooth | ||
commands.spawn_bundle(PbrBundle { | ||
mesh: meshes.add(Mesh::from(shape::Icosphere { | ||
radius: 0.5, | ||
subdivisions: 4, | ||
})), | ||
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()), | ||
transform: Transform::from_xyz(0.55, 0.5, 0.0), | ||
..Default::default() | ||
}); | ||
// plane | ||
commands.spawn_bundle(PbrBundle { | ||
mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })), | ||
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()), | ||
..Default::default() | ||
}); | ||
// light | ||
commands.spawn_bundle(PointLightBundle { | ||
transform: Transform::from_xyz(5.0, 5.0, 5.0), | ||
..Default::default() | ||
}); | ||
// camera | ||
commands.spawn_bundle(PerspectiveCameraBundle { | ||
transform: Transform::from_xyz(1.0, 3.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y), | ||
..Default::default() | ||
}); | ||
} |
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