mirror of
https://github.com/bevyengine/bevy
synced 2024-12-23 19:43:07 +00:00
7482a0d26d
Fixes #15834 ## Migration Guide The APIs of `Time`, `Timer` and `Stopwatch` have been cleaned up for consistency with each other and the standard library's `Duration` type. The following methods have been renamed: - `Stowatch::paused` -> `Stopwatch::is_paused` - `Time::elapsed_seconds` -> `Time::elasped_secs` (including `_f64` and `_wrapped` variants)
73 lines
2.1 KiB
Rust
73 lines
2.1 KiB
Rust
//! A shader that samples a texture with view-independent UV coordinates.
|
|
|
|
use bevy::{
|
|
prelude::*,
|
|
reflect::TypePath,
|
|
render::render_resource::{AsBindGroup, ShaderRef},
|
|
};
|
|
|
|
/// This example uses a shader source file from the assets subdirectory
|
|
const SHADER_ASSET_PATH: &str = "shaders/custom_material_screenspace_texture.wgsl";
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, rotate_camera)
|
|
.run();
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct MainCamera;
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut custom_materials: ResMut<Assets<CustomMaterial>>,
|
|
mut standard_materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
|
|
MeshMaterial3d(standard_materials.add(Color::srgb(0.3, 0.5, 0.3))),
|
|
));
|
|
commands.spawn((PointLight::default(), Transform::from_xyz(4.0, 8.0, 4.0)));
|
|
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::default())),
|
|
MeshMaterial3d(custom_materials.add(CustomMaterial {
|
|
texture: asset_server.load(
|
|
"models/FlightHelmet/FlightHelmet_Materials_LensesMat_OcclusionRoughMetal.png",
|
|
),
|
|
})),
|
|
Transform::from_xyz(0.0, 0.5, 0.0),
|
|
));
|
|
|
|
// camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(4.0, 2.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
MainCamera,
|
|
));
|
|
}
|
|
|
|
fn rotate_camera(mut cam_transform: Single<&mut Transform, With<MainCamera>>, time: Res<Time>) {
|
|
cam_transform.rotate_around(
|
|
Vec3::ZERO,
|
|
Quat::from_axis_angle(Vec3::Y, 45f32.to_radians() * time.delta_secs()),
|
|
);
|
|
cam_transform.look_at(Vec3::ZERO, Vec3::Y);
|
|
}
|
|
|
|
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
|
|
struct CustomMaterial {
|
|
#[texture(0)]
|
|
#[sampler(1)]
|
|
texture: Handle<Image>,
|
|
}
|
|
|
|
impl Material for CustomMaterial {
|
|
fn fragment_shader() -> ShaderRef {
|
|
SHADER_ASSET_PATH.into()
|
|
}
|
|
}
|