forked from bevyengine/bevy
-
Notifications
You must be signed in to change notification settings - Fork 1
/
ui_material.rs
96 lines (88 loc) · 3.12 KB
/
ui_material.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
//! Demonstrates the use of [`UiMaterials`](UiMaterial) and how to change material values
use bevy::{prelude::*, reflect::TypePath, render::render_resource::*};
/// This example uses a shader source file from the assets subdirectory
const SHADER_ASSET_PATH: &str = "shaders/custom_ui_material.wgsl";
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(UiMaterialPlugin::<CustomUiMaterial>::default())
.add_systems(Startup, setup)
.add_systems(Update, animate)
.run();
}
fn setup(
mut commands: Commands,
mut ui_materials: ResMut<Assets<CustomUiMaterial>>,
asset_server: Res<AssetServer>,
) {
// Camera so we can see UI
commands.spawn(Camera2d);
commands
.spawn(Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
})
.with_children(|parent| {
let banner_scale_factor = 0.5;
parent.spawn((
MaterialNode(ui_materials.add(CustomUiMaterial {
color: LinearRgba::WHITE.to_f32_array().into(),
slider: 0.5,
color_texture: asset_server.load("branding/banner.png"),
border_color: LinearRgba::WHITE.to_f32_array().into(),
})),
Node {
position_type: PositionType::Absolute,
width: Val::Px(905.0 * banner_scale_factor),
height: Val::Px(363.0 * banner_scale_factor),
border: UiRect::all(Val::Px(10.)),
..default()
},
));
});
}
#[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
struct CustomUiMaterial {
/// Color multiplied with the image
#[uniform(0)]
color: Vec4,
/// Represents how much of the image is visible
/// Goes from 0 to 1
#[uniform(1)]
slider: f32,
/// Image used to represent the slider
#[texture(2)]
#[sampler(3)]
color_texture: Handle<Image>,
/// Color of the image's border
#[uniform(4)]
border_color: Vec4,
}
impl UiMaterial for CustomUiMaterial {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}
// Fills the slider slowly over 2 seconds and resets it
// Also updates the color of the image to a rainbow color
fn animate(
mut materials: ResMut<Assets<CustomUiMaterial>>,
q: Query<&MaterialNode<CustomUiMaterial>>,
time: Res<Time>,
) {
let duration = 2.0;
for handle in &q {
if let Some(material) = materials.get_mut(handle) {
// rainbow color effect
let new_color = Color::hsl((time.elapsed_secs() * 60.0) % 360.0, 1., 0.5);
let border_color = Color::hsl((time.elapsed_secs() * 60.0) % 360.0, 0.75, 0.75);
material.color = new_color.to_linear().to_vec4();
material.slider =
((time.elapsed_secs() % (duration * 2.0)) - duration).abs() / duration;
material.border_color = border_color.to_linear().to_vec4();
}
}
}