bevy/examples/ui/ui_material.rs
Kornel 435d9bc02c
Highlight dependency on shader files in examples (#13824)
The examples won't work when copy-pasted to another project, without
also copying their shader files. This change adds constants at the top
of the files to bring attention to the dependencies.

Follow up to
[#13624](https://github.com/bevyengine/bevy/pull/13624#issuecomment-2143872791)
2024-06-12 14:16:01 +00:00

68 lines
2.1 KiB
Rust

//! Demonstrates the use of [`UiMaterials`](UiMaterial) and how to change material values
use bevy::prelude::*;
use bevy::reflect::TypePath;
use bevy::render::render_resource::*;
/// This example uses a shader source file from the assets subdirectory
const SHADER_ASSET_PATH: &str = "shaders/circle_shader.wgsl";
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(UiMaterialPlugin::<CustomUiMaterial>::default())
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn update(time: Res<Time>, mut ui_materials: ResMut<Assets<CustomUiMaterial>>) {
for (_, material) in ui_materials.iter_mut() {
// rainbow color effect
let new_color = Color::hsl((time.elapsed_seconds() * 60.0) % 360.0, 1., 0.5);
material.color = LinearRgba::from(new_color).to_f32_array().into();
}
}
fn setup(mut commands: Commands, mut ui_materials: ResMut<Assets<CustomUiMaterial>>) {
// Camera so we can see UI
commands.spawn(Camera2dBundle::default());
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| {
parent.spawn(MaterialNodeBundle {
style: Style {
position_type: PositionType::Absolute,
width: Val::Px(250.0),
height: Val::Px(250.0),
..default()
},
material: ui_materials.add(CustomUiMaterial {
color: LinearRgba::WHITE.to_f32_array().into(),
}),
..default()
});
});
}
#[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
struct CustomUiMaterial {
#[uniform(0)]
color: Vec4,
}
impl UiMaterial for CustomUiMaterial {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}