bevy/examples/shader/shader_material_screenspace_texture.rs
Pablo Reinhardt d96a9d15f6
Migrate from Query::single and friends to Single (#15872)
# Objective

- closes #15866

## Solution

- Simply migrate where possible.

## Testing

- Expect that CI will do most of the work. Examples is another way of
testing this, as most of the work is in that area.
---

## Notes
For now, this PR doesn't migrate `QueryState::single` and friends as for
now, this look like another issue. So for example, QueryBuilders that
used single or `World::query` that used single wasn't migrated. If there
is a easy way to migrate those, please let me know.

Most of the uses of `Query::single` were removed, the only other uses
that I found was related to tests of said methods, so will probably be
removed when we remove `Query::single`.
2024-10-13 20:32:06 +00:00

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_seconds()),
);
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()
}
}