 fd232ad360
			
		
	
	
		fd232ad360
		
			
		
	
	
	
	
		
			
			# Objective - Add Ui Materials so that UI can render more complex and animated widgets. - Fixes #5607 ## Solution - Create a UiMaterial trait for specifying a Shader Asset and Bind Group Layout/Data. - Create a pipeline for rendering these Materials inside the Ui layout/tree. - Create a MaterialNodeBundle for simple spawning. ## Changelog - Created a `UiMaterial` trait for specifying a Shader asset and Bind Group. - Created a `UiMaterialPipeline` for rendering said Materials. - Added Example [`ui_material` ](https://github.com/MarkusTheOrt/bevy/blob/ui_material/examples/ui/ui_material.rs) for example usage. - Created [`UiVertexOutput`](https://github.com/MarkusTheOrt/bevy/blob/ui_material/crates/bevy_ui/src/render/ui_vertex_output.wgsl) export as VertexData for shaders. - Created [`material_ui`](https://github.com/MarkusTheOrt/bevy/blob/ui_material/crates/bevy_ui/src/render/ui_material.wgsl) shader as default for both Vertex and Fragment shaders. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: François <mockersf@gmail.com>
		
			
				
	
	
		
			66 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates the use of [`UiMaterials`](UiMaterial) and how to change material values
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| 
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| use bevy::prelude::*;
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| use bevy::reflect::TypePath;
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| use bevy::render::render_resource::*;
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_plugins(UiMaterialPlugin::<CustomUiMaterial>::default())
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, update)
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|         .run();
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| }
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| 
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| fn update(time: Res<Time>, mut ui_materials: ResMut<Assets<CustomUiMaterial>>) {
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|     for (_, material) in ui_materials.iter_mut() {
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|         // rainbow color effect
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|         let new_color = Color::hsl((time.elapsed_seconds() * 60.0) % 360.0, 1., 0.5);
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|         material.color = new_color.into();
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|     }
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| }
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| 
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| fn setup(mut commands: Commands, mut ui_materials: ResMut<Assets<CustomUiMaterial>>) {
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|     // Camera so we can see UI
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|     commands.spawn(Camera2dBundle::default());
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| 
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|     commands
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|         .spawn(NodeBundle {
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|             style: Style {
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|                 width: Val::Percent(100.0),
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|                 height: Val::Percent(100.0),
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|                 align_items: AlignItems::Center,
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|                 justify_content: JustifyContent::Center,
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .with_children(|parent| {
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|             parent.spawn(MaterialNodeBundle {
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|                 style: Style {
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|                     position_type: PositionType::Absolute,
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|                     width: Val::Px(250.0),
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|                     height: Val::Px(250.0),
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|                     ..default()
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|                 },
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|                 material: ui_materials.add(CustomUiMaterial {
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|                     color: Color::WHITE.into(),
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|                 }),
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|                 ..default()
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|             });
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|         });
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| }
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| 
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| #[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
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| struct CustomUiMaterial {
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|     #[uniform(0)]
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|     color: Vec4,
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| }
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| 
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| impl UiMaterial for CustomUiMaterial {
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|     fn fragment_shader() -> ShaderRef {
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|         "shaders/circle_shader.wgsl".into()
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|     }
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| }
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