Adding 2 UiMaterials

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Tero Laxström 2025-05-30 17:51:51 +03:00
parent 02c518e961
commit 0df38c2349
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@ -1,17 +1,30 @@
//! Uses two windows to visualize a 3D model from different angles.
//! Uses two windows to test bunch of things for 2 cameras.
use bevy::color::palettes::css::{DEEP_SKY_BLUE, LIGHT_SKY_BLUE, YELLOW};
use bevy::{prelude::*, render::camera::RenderTarget, window::WindowRef};
use bevy::color::palettes::css::{DARK_BLUE, DEEP_SKY_BLUE, LIGHT_SKY_BLUE, YELLOW};
use bevy::{
prelude::*, reflect::TypePath, render::camera::RenderTarget, render::render_resource::*,
window::WindowRef,
};
/// 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()
// By default, a primary window gets spawned by `WindowPlugin`, contained in `DefaultPlugins`
.add_plugins(DefaultPlugins)
.add_plugins(UiMaterialPlugin::<CustomUiMaterial>::default())
.add_plugins(UiMaterialPlugin::<CustomUiMaterial2>::default())
.add_systems(Startup, setup_scene)
.run();
}
fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
fn setup_scene(
mut commands: Commands,
mut ui_materials: ResMut<Assets<CustomUiMaterial>>,
mut ui_materials2: ResMut<Assets<CustomUiMaterial2>>,
asset_server: Res<AssetServer>,
) {
// add entities to the world
commands.spawn(SceneRoot(
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/torus/torus.gltf")),
@ -56,6 +69,7 @@ fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
(5., BorderRadius::all(Val::Px(20.))),
];
// First window
commands
.spawn((
Node {
@ -125,6 +139,46 @@ fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
));
});
commands
.spawn((
Node {
left: Val::Px(100.0),
top: Val::Px(100.0),
width: Val::Percent(50.0),
height: Val::Percent(50.0),
align_items: AlignItems::Start,
justify_content: JustifyContent::Start,
..default()
},
UiTargetCamera(first_window_camera),
))
.with_children(|parent| {
let banner_scale_factor = 0.2;
parent.spawn((
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()
},
MaterialNode(ui_materials.add(CustomUiMaterial {
color: LinearRgba::BLUE.to_f32_array().into(),
slider: Vec4::splat(1.0),
color_texture: asset_server.load("branding/banner.png"),
border_color: LinearRgba::WHITE.to_f32_array().into(),
})),
BorderRadius::all(Val::Px(10.)),
// UI material nodes can have outlines and shadows like any other UI node
Outline {
width: Val::Px(2.),
offset: Val::Px(10.),
color: DARK_BLUE.into(),
},
));
});
// Second window
commands
.spawn((
Node {
@ -193,6 +247,93 @@ fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
TextColor(YELLOW.into()),
));
});
commands
.spawn((
Node {
left: Val::Px(1000.0),
top: Val::Px(500.0),
align_items: AlignItems::Start,
justify_content: JustifyContent::Start,
..default()
},
UiTargetCamera(second_window_camera),
))
.with_children(|parent| {
let banner_scale_factor = 0.2;
parent.spawn((
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()
},
MaterialNode(ui_materials2.add(CustomUiMaterial2 {
color: LinearRgba::RED.to_f32_array().into(),
slider: Vec4::splat(1.0),
color_texture: asset_server.load("branding/banner.png"),
border_color: LinearRgba::WHITE.to_f32_array().into(),
})),
BorderRadius::all(Val::Px(10.)),
// UI material nodes can have outlines and shadows like any other UI node
Outline {
width: Val::Px(2.),
offset: Val::Px(10.),
color: DEEP_SKY_BLUE.into(),
},
));
});
}
#[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
/// A `Vec4` is used here because Bevy with webgl2 requires that uniforms are 16-byte aligned but only the first component is read.
#[uniform(1)]
slider: Vec4,
/// 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()
}
}
#[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
struct CustomUiMaterial2 {
/// Color multiplied with the image
#[uniform(0)]
color: Vec4,
/// Represents how much of the image is visible
/// Goes from 0 to 1
/// A `Vec4` is used here because Bevy with webgl2 requires that uniforms are 16-byte aligned but only the first component is read.
#[uniform(1)]
slider: Vec4,
/// 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 CustomUiMaterial2 {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}
fn box_shadow_node_bundle(blur: f32, border_radius: BorderRadius) -> impl Bundle {