# Objective Fixes #17851 ## Solution Align the `slider` uniform to 16 bytes by making it a `vec4`. ## Testing Run the example using: ``` cargo run -p build-wasm-example -- --api webgl2 ui_material basic-http-server examples/wasm/ ```
		
			
				
	
	
		
			107 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			107 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates the use of [`UiMaterials`](UiMaterial) and how to change material values
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use bevy::{
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    color::palettes::css::DARK_BLUE, prelude::*, reflect::TypePath, render::render_resource::*,
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};
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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/custom_ui_material.wgsl";
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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, animate)
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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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    mut ui_materials: ResMut<Assets<CustomUiMaterial>>,
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    asset_server: Res<AssetServer>,
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) {
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    // Camera so we can see UI
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    commands.spawn(Camera2d);
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    commands
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        .spawn(Node {
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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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        .with_children(|parent| {
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            let banner_scale_factor = 0.5;
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            parent.spawn((
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                Node {
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                    position_type: PositionType::Absolute,
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                    width: Val::Px(905.0 * banner_scale_factor),
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                    height: Val::Px(363.0 * banner_scale_factor),
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                    border: UiRect::all(Val::Px(20.)),
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                    ..default()
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                },
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                MaterialNode(ui_materials.add(CustomUiMaterial {
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                    color: LinearRgba::WHITE.to_f32_array().into(),
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                    slider: Vec4::splat(0.5),
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                    color_texture: asset_server.load("branding/banner.png"),
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                    border_color: LinearRgba::WHITE.to_f32_array().into(),
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                })),
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                BorderRadius::all(Val::Px(20.)),
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                // UI material nodes can have outlines and shadows like any other UI node
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                Outline {
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                    width: Val::Px(2.),
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                    offset: Val::Px(100.),
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                    color: DARK_BLUE.into(),
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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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    /// Color multiplied with the image
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    #[uniform(0)]
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    color: Vec4,
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    /// Represents how much of the image is visible
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    /// Goes from 0 to 1
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    /// A `Vec4` is used here because Bevy with webgl2 requires that uniforms are 16-byte aligned but only the first component is read.
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    #[uniform(1)]
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    slider: Vec4,
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    /// Image used to represent the slider
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    #[texture(2)]
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    #[sampler(3)]
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    color_texture: Handle<Image>,
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    /// Color of the image's border
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    #[uniform(4)]
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    border_color: Vec4,
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}
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impl UiMaterial for CustomUiMaterial {
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    fn fragment_shader() -> ShaderRef {
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        SHADER_ASSET_PATH.into()
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    }
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}
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// Fills the slider slowly over 2 seconds and resets it
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// Also updates the color of the image to a rainbow color
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fn animate(
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    mut materials: ResMut<Assets<CustomUiMaterial>>,
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    q: Query<&MaterialNode<CustomUiMaterial>>,
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    time: Res<Time>,
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) {
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    let duration = 2.0;
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    for handle in &q {
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        if let Some(material) = materials.get_mut(handle) {
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            // rainbow color effect
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            let new_color = Color::hsl((time.elapsed_secs() * 60.0) % 360.0, 1., 0.5);
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            let border_color = Color::hsl((time.elapsed_secs() * 60.0) % 360.0, 0.75, 0.75);
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            material.color = new_color.to_linear().to_vec4();
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            material.slider.x =
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                ((time.elapsed_secs() % (duration * 2.0)) - duration).abs() / duration;
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            material.border_color = border_color.to_linear().to_vec4();
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        }
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    }
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}
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