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martian-chess/examples/shaders.rs

94 lines
2.7 KiB
Rust

use bevy::pbr::ExtendedMaterial;
use bevy::pbr::MaterialExtension;
use bevy::pbr::MaterialMeshBundle;
use bevy::pbr::OpaqueRendererMethod;
use bevy::prelude::*;
use bevy::render::render_resource::*;
type MyMat = ExtendedMaterial<StandardMaterial, MatExt>;
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(ImagePlugin::default_nearest()),
MaterialPlugin::<MyMat>::default(),
))
.add_systems(Startup, setup)
.add_systems(Update, rotate)
.add_systems(Update, setup_material)
.run();
}
fn setup(mut commands: Commands, assets: Res<AssetServer>) {
commands.spawn(SceneBundle {
scene: assets.load("models/Martian Chess.glb#Scene0"),
..default()
});
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 10.0,
..default()
},
transform: Transform::from_xyz(-1.0, 4.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-1.0, 1.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
#[derive(Asset, AsBindGroup, Reflect, Debug, Clone)]
struct MatExt {
#[uniform(100)]
cutoff: f32,
}
impl MaterialExtension for MatExt {
fn fragment_shader() -> ShaderRef {
"examples/shaders/dissolve.wgsl".into()
}
}
fn setup_material(
events: Query<(Entity, &Handle<StandardMaterial>), Added<Handle<StandardMaterial>>>,
standard_materials: Res<Assets<StandardMaterial>>,
mut materials: ResMut<Assets<MyMat>>,
mut commands: Commands,
) {
events.iter().for_each(|(entity, handle)| {
// Extension we will add to existing gltf-sourced materials
let extension = MatExt { cutoff: 1.0 };
// Base material we will extend for the duration of the dissolve effect
let mut base = standard_materials
.get(handle)
.expect("Resolve material data")
.clone();
base.opaque_render_method = OpaqueRendererMethod::Auto;
base.alpha_mode = AlphaMode::Mask(0.5);
commands
.entity(entity)
.insert(materials.add(ExtendedMaterial { base, extension }))
.remove::<Handle<StandardMaterial>>();
})
}
fn rotate(
mut query: Query<&mut Transform, With<Handle<Mesh>>>,
time: Res<Time>,
mut materials: ResMut<Assets<MyMat>>,
) {
query.iter_mut().for_each(|mut t| {
t.rotate_local_y(time.delta_seconds() / 2.0);
// t.rotate_local_z(time.delta_seconds() / 2.0);
// t.rotate_local_x(time.delta_seconds() / 2.0);
});
materials.iter_mut().for_each(|(_id, m)| {
m.extension.cutoff = time.elapsed_seconds().sin().abs();
})
}