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https://github.com/bevyengine/bevy
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# Objective - Add Ui Materials so that UI can render more complex and animated widgets. - Fixes #5607 ## Solution - Create a UiMaterial trait for specifying a Shader Asset and Bind Group Layout/Data. - Create a pipeline for rendering these Materials inside the Ui layout/tree. - Create a MaterialNodeBundle for simple spawning. ## Changelog - Created a `UiMaterial` trait for specifying a Shader asset and Bind Group. - Created a `UiMaterialPipeline` for rendering said Materials. - Added Example [`ui_material` ](https://github.com/MarkusTheOrt/bevy/blob/ui_material/examples/ui/ui_material.rs) for example usage. - Created [`UiVertexOutput`](https://github.com/MarkusTheOrt/bevy/blob/ui_material/crates/bevy_ui/src/render/ui_vertex_output.wgsl) export as VertexData for shaders. - Created [`material_ui`](https://github.com/MarkusTheOrt/bevy/blob/ui_material/crates/bevy_ui/src/render/ui_material.wgsl) shader as default for both Vertex and Fragment shaders. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: François <mockersf@gmail.com>
65 lines
1.9 KiB
Rust
65 lines
1.9 KiB
Rust
//! Demonstrates the use of [`UiMaterials`](UiMaterial) and how to change material values
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use bevy::prelude::*;
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use bevy::reflect::TypePath;
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use bevy::render::render_resource::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(UiMaterialPlugin::<CustomUiMaterial>::default())
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.add_systems(Startup, setup)
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.add_systems(Update, update)
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.run();
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}
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fn update(time: Res<Time>, mut ui_materials: ResMut<Assets<CustomUiMaterial>>) {
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for (_, material) in ui_materials.iter_mut() {
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// rainbow color effect
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let new_color = Color::hsl((time.elapsed_seconds() * 60.0) % 360.0, 1., 0.5);
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material.color = new_color.into();
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}
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}
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fn setup(mut commands: Commands, mut ui_materials: ResMut<Assets<CustomUiMaterial>>) {
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// Camera so we can see UI
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commands.spawn(Camera2dBundle::default());
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commands
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.spawn(NodeBundle {
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style: Style {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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parent.spawn(MaterialNodeBundle {
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style: Style {
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position_type: PositionType::Absolute,
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width: Val::Px(250.0),
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height: Val::Px(250.0),
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..default()
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},
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material: ui_materials.add(CustomUiMaterial {
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color: Color::WHITE.into(),
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}),
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..default()
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});
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});
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}
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#[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
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struct CustomUiMaterial {
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#[uniform(0)]
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color: Vec4,
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}
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impl UiMaterial for CustomUiMaterial {
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fn fragment_shader() -> ShaderRef {
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"shaders/circle_shader.wgsl".into()
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}
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}
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