mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +00:00
Add Animated Material example (#11524)
# Objective - Fixes #11516 ## Solution - Add Animated Material example (colors are hue-cycling smoothly per-mesh) ![image](https://github.com/bevyengine/bevy/assets/11307157/c75b9e66-0019-41b8-85ec-647559c6ba01) Note: this example reproduces the perf issue found in #10610 pretty consistently, with and without the changes from that PR included. Frame time is sometimes around 4.3ms, other times around 12-14ms. Its pretty random per run. I think this clears #10610 for merge.
This commit is contained in:
parent
86e91f4368
commit
fb367dac72
3 changed files with 90 additions and 0 deletions
11
Cargo.toml
11
Cargo.toml
|
@ -552,6 +552,17 @@ description = "Demonstrates how to use the `Camera::viewport_to_world` method"
|
||||||
category = "3D Rendering"
|
category = "3D Rendering"
|
||||||
wasm = true
|
wasm = true
|
||||||
|
|
||||||
|
[[example]]
|
||||||
|
name = "animated_material"
|
||||||
|
path = "examples/3d/animated_material.rs"
|
||||||
|
doc-scrape-examples = true
|
||||||
|
|
||||||
|
[package.metadata.example.animated_material]
|
||||||
|
name = "Animated Material"
|
||||||
|
description = "Shows how to animate material properties"
|
||||||
|
category = "3D Rendering"
|
||||||
|
wasm = true
|
||||||
|
|
||||||
[[example]]
|
[[example]]
|
||||||
name = "generate_custom_mesh"
|
name = "generate_custom_mesh"
|
||||||
path = "examples/3d/generate_custom_mesh.rs"
|
path = "examples/3d/generate_custom_mesh.rs"
|
||||||
|
|
78
examples/3d/animated_material.rs
Normal file
78
examples/3d/animated_material.rs
Normal file
|
@ -0,0 +1,78 @@
|
||||||
|
//! Shows how to animate material properties
|
||||||
|
|
||||||
|
use bevy::prelude::*;
|
||||||
|
use bevy::utils::HashSet;
|
||||||
|
|
||||||
|
fn main() {
|
||||||
|
App::new()
|
||||||
|
.add_plugins(DefaultPlugins)
|
||||||
|
.add_systems(Startup, setup)
|
||||||
|
.add_systems(Update, (animate_materials, make_materials_unique))
|
||||||
|
.run();
|
||||||
|
}
|
||||||
|
|
||||||
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||||
|
commands.spawn((
|
||||||
|
Camera3dBundle {
|
||||||
|
transform: Transform::from_xyz(3.0, 1.0, 3.0)
|
||||||
|
.looking_at(Vec3::new(0.0, -0.5, 0.0), Vec3::Y),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
EnvironmentMapLight {
|
||||||
|
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
|
||||||
|
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
||||||
|
intensity: 1500.0,
|
||||||
|
},
|
||||||
|
));
|
||||||
|
|
||||||
|
let helmet = asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0");
|
||||||
|
for x in -2..3 {
|
||||||
|
for z in -2..3 {
|
||||||
|
commands.spawn(SceneBundle {
|
||||||
|
scene: helmet.clone(),
|
||||||
|
transform: Transform::from_translation(Vec3::new(x as f32, 0.0, z as f32)),
|
||||||
|
..default()
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn animate_materials(
|
||||||
|
material_handles: Query<&Handle<StandardMaterial>>,
|
||||||
|
time: Res<Time>,
|
||||||
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||||
|
) {
|
||||||
|
for (i, material_handle) in material_handles.iter().enumerate() {
|
||||||
|
if let Some(material) = materials.get_mut(material_handle) {
|
||||||
|
let color = Color::hsl(
|
||||||
|
((i as f32 * 2.345 + time.elapsed_seconds_wrapped()) * 100.0) % 360.0,
|
||||||
|
1.0,
|
||||||
|
0.5,
|
||||||
|
);
|
||||||
|
material.base_color = color;
|
||||||
|
material.emissive = color;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// This is needed because by default assets are loaded with shared materials
|
||||||
|
/// But we want to animate every helmet independently of the others, so we must duplicate the materials
|
||||||
|
fn make_materials_unique(
|
||||||
|
mut material_handles: Query<&mut Handle<StandardMaterial>>,
|
||||||
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||||
|
mut ran: Local<bool>,
|
||||||
|
) {
|
||||||
|
if *ran {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
let mut set = HashSet::new();
|
||||||
|
for mut material_handle in material_handles.iter_mut() {
|
||||||
|
if set.contains(&material_handle.id()) {
|
||||||
|
let material = materials.get(&*material_handle).unwrap().clone();
|
||||||
|
*material_handle = materials.add(material);
|
||||||
|
} else {
|
||||||
|
set.insert(material_handle.id());
|
||||||
|
}
|
||||||
|
*ran = true;
|
||||||
|
}
|
||||||
|
}
|
|
@ -121,6 +121,7 @@ Example | Description
|
||||||
[3D Scene](../examples/3d/3d_scene.rs) | Simple 3D scene with basic shapes and lighting
|
[3D Scene](../examples/3d/3d_scene.rs) | Simple 3D scene with basic shapes and lighting
|
||||||
[3D Shapes](../examples/3d/3d_shapes.rs) | A scene showcasing the built-in 3D shapes
|
[3D Shapes](../examples/3d/3d_shapes.rs) | A scene showcasing the built-in 3D shapes
|
||||||
[3D Viewport To World](../examples/3d/3d_viewport_to_world.rs) | Demonstrates how to use the `Camera::viewport_to_world` method
|
[3D Viewport To World](../examples/3d/3d_viewport_to_world.rs) | Demonstrates how to use the `Camera::viewport_to_world` method
|
||||||
|
[Animated Material](../examples/3d/animated_material.rs) | Shows how to animate material properties
|
||||||
[Anti-aliasing](../examples/3d/anti_aliasing.rs) | Compares different anti-aliasing methods
|
[Anti-aliasing](../examples/3d/anti_aliasing.rs) | Compares different anti-aliasing methods
|
||||||
[Atmospheric Fog](../examples/3d/atmospheric_fog.rs) | A scene showcasing the atmospheric fog effect
|
[Atmospheric Fog](../examples/3d/atmospheric_fog.rs) | A scene showcasing the atmospheric fog effect
|
||||||
[Blend Modes](../examples/3d/blend_modes.rs) | Showcases different blend modes
|
[Blend Modes](../examples/3d/blend_modes.rs) | Showcases different blend modes
|
||||||
|
|
Loading…
Reference in a new issue