mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
9aef71bd9b
# Objective - Closes #15720 ## Solution Wrap the handle in a new wrapper component: `UiMaterialHandle` It's not possible to match the naming convention of `MeshMaterial3d/2d` here with the trait already being called `UiMaterial` Should we consider renaming to `Material3d/2dHandle` and `Mesh3d/2d` to `Mesh3d/2dHandle`? - This shouldn't have any merge conflicts with #15591 ## Testing Tested the `ui_material` example ## Migration Guide Let's defer the migration guide to the required component port. I just want to yeet the `Component` impl on `Handle` in the meantime :)
100 lines
3.3 KiB
Rust
100 lines
3.3 KiB
Rust
//! Demonstrates the use of [`UiMaterials`](UiMaterial) and how to change material values
|
|
|
|
use bevy::{prelude::*, reflect::TypePath, render::render_resource::*};
|
|
|
|
/// This example uses a shader source file from the assets subdirectory
|
|
const SHADER_ASSET_PATH: &str = "shaders/custom_ui_material.wgsl";
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_plugins(UiMaterialPlugin::<CustomUiMaterial>::default())
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, animate)
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut ui_materials: ResMut<Assets<CustomUiMaterial>>,
|
|
asset_server: Res<AssetServer>,
|
|
) {
|
|
// Camera so we can see UI
|
|
commands.spawn(Camera2d);
|
|
|
|
commands
|
|
.spawn(NodeBundle {
|
|
style: Style {
|
|
width: Val::Percent(100.0),
|
|
height: Val::Percent(100.0),
|
|
align_items: AlignItems::Center,
|
|
justify_content: JustifyContent::Center,
|
|
..default()
|
|
},
|
|
..default()
|
|
})
|
|
.with_children(|parent| {
|
|
let banner_scale_factor = 0.5;
|
|
parent.spawn(MaterialNodeBundle {
|
|
style: Style {
|
|
position_type: PositionType::Absolute,
|
|
width: Val::Px(905.0 * banner_scale_factor),
|
|
height: Val::Px(363.0 * banner_scale_factor),
|
|
border: UiRect::all(Val::Px(10.)),
|
|
..default()
|
|
},
|
|
material: UiMaterialHandle(ui_materials.add(CustomUiMaterial {
|
|
color: LinearRgba::WHITE.to_f32_array().into(),
|
|
slider: 0.5,
|
|
color_texture: asset_server.load("branding/banner.png"),
|
|
border_color: LinearRgba::WHITE.to_f32_array().into(),
|
|
})),
|
|
..default()
|
|
});
|
|
});
|
|
}
|
|
|
|
#[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
|
|
struct CustomUiMaterial {
|
|
/// Color multiplied with the image
|
|
#[uniform(0)]
|
|
color: Vec4,
|
|
/// Represents how much of the image is visible
|
|
/// Goes from 0 to 1
|
|
#[uniform(1)]
|
|
slider: f32,
|
|
/// Image used to represent the slider
|
|
#[texture(2)]
|
|
#[sampler(3)]
|
|
color_texture: Handle<Image>,
|
|
/// Color of the image's border
|
|
#[uniform(4)]
|
|
border_color: Vec4,
|
|
}
|
|
|
|
impl UiMaterial for CustomUiMaterial {
|
|
fn fragment_shader() -> ShaderRef {
|
|
SHADER_ASSET_PATH.into()
|
|
}
|
|
}
|
|
|
|
// Fills the slider slowly over 2 seconds and resets it
|
|
// Also updates the color of the image to a rainbow color
|
|
fn animate(
|
|
mut materials: ResMut<Assets<CustomUiMaterial>>,
|
|
q: Query<&UiMaterialHandle<CustomUiMaterial>>,
|
|
time: Res<Time>,
|
|
) {
|
|
let duration = 2.0;
|
|
for handle in &q {
|
|
if let Some(material) = materials.get_mut(handle) {
|
|
// rainbow color effect
|
|
let new_color = Color::hsl((time.elapsed_seconds() * 60.0) % 360.0, 1., 0.5);
|
|
let border_color = Color::hsl((time.elapsed_seconds() * 60.0) % 360.0, 0.75, 0.75);
|
|
material.color = new_color.to_linear().to_vec4();
|
|
material.slider =
|
|
((time.elapsed_seconds() % (duration * 2.0)) - duration).abs() / duration;
|
|
material.border_color = border_color.to_linear().to_vec4();
|
|
}
|
|
}
|
|
}
|