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