//! Uses two windows to test bunch of things for 2 cameras. 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::::default()) .add_plugins(UiMaterialPlugin::::default()) .add_systems(Startup, setup_scene) .run(); } fn setup_scene( mut commands: Commands, mut ui_materials: ResMut>, mut ui_materials2: ResMut>, asset_server: Res, ) { let image = asset_server.load("textures/fantasy_ui_borders/panel-border-010.png"); let slicer = TextureSlicer { border: BorderRect::all(22.0), center_scale_mode: SliceScaleMode::Stretch, sides_scale_mode: SliceScaleMode::Stretch, max_corner_scale: 1.0, }; // add entities to the world commands.spawn(SceneRoot( asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/torus/torus.gltf")), )); // light commands.spawn(( DirectionalLight::default(), Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y), )); let first_window_camera = commands .spawn(( Camera3d::default(), Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y), )) .id(); // Spawn a second window let second_window = commands .spawn(Window { title: "Second window".to_owned(), ..default() }) .id(); let second_window_camera = commands .spawn(( Camera3d::default(), Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y), Camera { target: RenderTarget::Window(WindowRef::Entity(second_window)), ..default() }, )) .id(); let example_nodes = [ (1., BorderRadius::all(Val::Px(20.))), (2., BorderRadius::MAX), (3., BorderRadius::all(Val::Px(20.))), (4., BorderRadius::MAX), (5., BorderRadius::all(Val::Px(20.))), ]; // First window commands .spawn(( Node { flex_direction: FlexDirection::RowReverse, align_items: AlignItems::Center, justify_content: JustifyContent::SpaceEvenly, width: Val::Percent(100.), height: Val::Percent(11.), ..default() }, BackgroundColor(Color::srgb(0.25, 0.25, 0.25)), // Since we are using multiple cameras, we need to specify which camera UI should be rendered to UiTargetCamera(first_window_camera), )) .with_children(|commands| { for (blur, border_radius) in example_nodes { commands.spawn(box_shadow_node_bundle(blur, border_radius)); } }); let first_font_handle = asset_server.load("fonts/FiraSans-Bold.ttf"); commands .spawn(( Node { position_type: PositionType::Absolute, bottom: Val::ZERO, left: Val::Px(200.), width: Val::Px(100.), ..default() }, BackgroundColor(Color::from(DEEP_SKY_BLUE)), UiTargetCamera(first_window_camera), )) .with_children(|command| { command.spawn(( Text::new("First window"), TextFont { font: first_font_handle.clone(), font_size: 50.0, ..default() }, TextColor(YELLOW.into()), )); }); commands .spawn(( Node { position_type: PositionType::Absolute, bottom: Val::ZERO, left: Val::Px(500.), width: Val::Px(100.), overflow: Overflow::hidden(), ..default() }, BackgroundColor(Color::from(DEEP_SKY_BLUE)), UiTargetCamera(first_window_camera), )) .with_children(|command| { command.spawn(( Text::new("xxxxxxx"), TextFont { font: first_font_handle.clone(), font_size: 50.0, ..default() }, TextColor(YELLOW.into()), )); }); commands .spawn(( Node { left: Val::ZERO, top: Val::ZERO, width: Val::Percent(100.0), height: Val::Percent(100.0), 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, left: Val::Px(100.0), top: Val::Px(100.0), 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(), }, )); parent .spawn(( Button, ImageNode { image: image.clone(), image_mode: NodeImageMode::Sliced(slicer.clone()), ..default() }, Node { left: Val::Px(100.0), top: Val::Px(200.0), width: Val::Px(150.0), height: Val::Px(200.0), // horizontally center child text justify_content: JustifyContent::Center, // vertically center child text align_items: AlignItems::Center, margin: UiRect::all(Val::Px(20.0)), ..default() }, )) .with_child(( Text::new("Button"), TextFont { font: asset_server.load("fonts/FiraSans-Bold.ttf"), font_size: 33.0, ..default() }, TextColor(Color::srgb(0.9, 0.9, 0.9)), )); }); // Second window commands .spawn(( Node { flex_direction: FlexDirection::Column, align_items: AlignItems::Center, justify_content: JustifyContent::SpaceEvenly, width: Val::Percent(7.), height: Val::Percent(100.), ..default() }, BackgroundColor(Color::srgb(0.25, 0.25, 0.25)), // Since we are using multiple cameras, we need to specify which camera UI should be rendered to UiTargetCamera(second_window_camera), )) .with_children(|commands| { for (blur, border_radius) in example_nodes { commands.spawn(box_shadow_node_bundle(blur, border_radius)); } }); let second_font_handle = asset_server.load("fonts/FiraMono-Medium.ttf"); commands .spawn(( Node { position_type: PositionType::Absolute, bottom: Val::ZERO, left: Val::Px(200.), width: Val::Px(100.), ..default() }, BackgroundColor(Color::from(DEEP_SKY_BLUE)), UiTargetCamera(second_window_camera), )) .with_children(|command| { command.spawn(( Text::new("Second window"), TextFont { font: second_font_handle.clone(), font_size: 50.0, ..default() }, TextColor(YELLOW.into()), )); }); commands .spawn(( Node { position_type: PositionType::Absolute, bottom: Val::ZERO, left: Val::Px(500.), width: Val::Px(100.), overflow: Overflow::hidden(), ..default() }, BackgroundColor(Color::from(DEEP_SKY_BLUE)), UiTargetCamera(second_window_camera), )) .with_children(|command| { command.spawn(( Text::new("xxxxxxx"), TextFont { font: second_font_handle.clone(), font_size: 50.0, ..default() }, TextColor(YELLOW.into()), )); }); commands .spawn(( Node { left: Val::ZERO, top: Val::ZERO, 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, left: Val::Px(1000.0), top: Val::Px(500.0), 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(), }, )); parent .spawn(( Button, ImageNode { image: image.clone(), image_mode: NodeImageMode::Sliced(slicer.clone()), ..default() }, Node { left: Val::Px(1000.0), top: Val::Px(200.0), width: Val::Px(150.0), height: Val::Px(200.0), // horizontally center child text justify_content: JustifyContent::Center, // vertically center child text align_items: AlignItems::Center, margin: UiRect::all(Val::Px(20.0)), ..default() }, )) .with_child(( Text::new("Button"), TextFont { font: asset_server.load("fonts/FiraSans-Bold.ttf"), font_size: 33.0, ..default() }, TextColor(Color::srgb(0.9, 0.9, 0.9)), )); }); } #[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, /// 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, /// 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 { ( Node { width: Val::Px(50.), height: Val::Px(50.), border: UiRect::all(Val::Px(4.)), ..default() }, BorderColor::all(LIGHT_SKY_BLUE.into()), border_radius, BackgroundColor(DEEP_SKY_BLUE.into()), BoxShadow::new( Color::BLACK.with_alpha(0.8), Val::Percent(10.), Val::Percent(10.), Val::Percent(10.), Val::Px(blur), ), ) }