bevy/crates
Johan Klokkhammer Helsing 8810a73e87 Support AsBindGroup for 2d materials as well (#5312)
Port changes made to Material in #5053 to Material2d as well.

This is more or less an exact copy of the implementation in bevy_pbr; I
simply pretended the API existed, then copied stuff over until it
started building and the shapes example was working again.

# Objective

The changes in #5053 makes it possible to add custom materials with a lot less boiler plate. However, the implementation isn't shared with Material 2d as it's a kind of fork of the bevy_pbr version. It should be possible to use AsBindGroup on the 2d version as well.

## Solution

This makes the same kind of changes in Material2d in bevy_sprite.

This makes the following work:

```rust
//! Draws a circular purple bevy in the middle of the screen using a custom shader

use bevy::{
    prelude::*,
    reflect::TypeUuid,
    render::render_resource::{AsBindGroup, ShaderRef},
    sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_plugin(Material2dPlugin::<CustomMaterial>::default())
        .add_startup_system(setup)
        .run();
}

/// set up a simple 2D scene
fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<CustomMaterial>>,
    asset_server: Res<AssetServer>,
) {
    commands.spawn_bundle(MaterialMesh2dBundle {
        mesh: meshes.add(shape::Circle::new(50.).into()).into(),
        material: materials.add(CustomMaterial {
            color: Color::PURPLE,
            color_texture: Some(asset_server.load("branding/icon.png")),
        }),
        transform: Transform::from_translation(Vec3::new(-100., 0., 0.)),
        ..default()
    });

    commands.spawn_bundle(Camera2dBundle::default());
}

/// The Material2d trait is very configurable, but comes with sensible defaults for all methods.
/// You only need to implement functions for features that need non-default behavior. See the Material api docs for details!
impl Material2d for CustomMaterial {
    fn fragment_shader() -> ShaderRef {
        "shaders/custom_material.wgsl".into()
    }
}

// This is the struct that will be passed to your shader
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
    #[uniform(0)]
    color: Color,
    #[texture(1)]
    #[sampler(2)]
    color_texture: Option<Handle<Image>>,
}
```
2022-07-16 00:20:04 +00:00
..
bevy_animation Update codebase to use IntoIterator where possible. (#5269) 2022-07-11 15:28:50 +00:00
bevy_app Simplify design for *Labels (#4957) 2022-07-14 18:23:01 +00:00
bevy_asset update wgpu to 0.13 (#5168) 2022-07-14 21:17:16 +00:00
bevy_audio update wgpu to 0.13 (#5168) 2022-07-14 21:17:16 +00:00
bevy_core Export and register Mat2. (#5324) 2022-07-15 22:37:06 +00:00
bevy_core_pipeline update wgpu to 0.13 (#5168) 2022-07-14 21:17:16 +00:00
bevy_derive android - fix issues other than the rendering (#5130) 2022-06-30 19:42:45 +00:00
bevy_diagnostic Cleanups in diagnostics (#3871) 2022-06-20 17:02:25 +00:00
bevy_dylib Bump Bevy to 0.8.0-dev (#4505) 2022-04-17 23:04:52 +00:00
bevy_dynamic_plugin Bump Bevy to 0.8.0-dev (#4505) 2022-04-17 23:04:52 +00:00
bevy_ecs Simplify design for *Labels (#4957) 2022-07-14 18:23:01 +00:00
bevy_ecs_compile_fail_tests Add ExactSizeIterator implementation for QueryCombinatonIter (#5148) 2022-07-13 16:08:48 +00:00
bevy_encase_derive Updated glam to 0.21. (#5142) 2022-07-03 19:55:33 +00:00
bevy_gilrs Improve Gamepad DPad Button Detection (#5220) 2022-07-11 14:11:25 +00:00
bevy_gltf Allow rendering meshes without UV coordinate data. (#5222) 2022-07-08 20:55:08 +00:00
bevy_hierarchy Update codebase to use IntoIterator where possible. (#5269) 2022-07-11 15:28:50 +00:00
bevy_input Implement Debug for Gamepads (#5291) 2022-07-13 15:10:41 +00:00
bevy_internal enable optional dependencies to stay optional (#5023) 2022-06-20 10:32:43 +00:00
bevy_log Remove the dependency cycles (#5171) 2022-07-04 13:04:18 +00:00
bevy_macro_utils Simplify design for *Labels (#4957) 2022-07-14 18:23:01 +00:00
bevy_math Export and register Mat2. (#5324) 2022-07-15 22:37:06 +00:00
bevy_mikktspace Updated glam to 0.21. (#5142) 2022-07-03 19:55:33 +00:00
bevy_pbr Visibilty Inheritance, universal ComputedVisibility and RenderLayers support (#5310) 2022-07-15 23:24:42 +00:00
bevy_ptr add more SAFETY comments and lint for missing ones in bevy_ecs (#4835) 2022-07-04 14:44:24 +00:00
bevy_reflect update wgpu to 0.13 (#5168) 2022-07-14 21:17:16 +00:00
bevy_render Visibilty Inheritance, universal ComputedVisibility and RenderLayers support (#5310) 2022-07-15 23:24:42 +00:00
bevy_scene Update codebase to use IntoIterator where possible. (#5269) 2022-07-11 15:28:50 +00:00
bevy_sprite Support AsBindGroup for 2d materials as well (#5312) 2022-07-16 00:20:04 +00:00
bevy_tasks Very minor doc formatting changes (#5287) 2022-07-12 13:06:16 +00:00
bevy_text Visibilty Inheritance, universal ComputedVisibility and RenderLayers support (#5310) 2022-07-15 23:24:42 +00:00
bevy_time Update time by sending frame instant through a channel (#4744) 2022-07-11 23:19:00 +00:00
bevy_transform Fix incorrect rotation in Transform::rotate_around. (#5300) 2022-07-13 15:10:43 +00:00
bevy_ui Visibilty Inheritance, universal ComputedVisibility and RenderLayers support (#5310) 2022-07-15 23:24:42 +00:00
bevy_utils Simplify design for *Labels (#4957) 2022-07-14 18:23:01 +00:00
bevy_window update wgpu to 0.13 (#5168) 2022-07-14 21:17:16 +00:00
bevy_winit Change window position types from tuple to vec (#5276) 2022-07-11 14:36:23 +00:00