 25bfa80e60
			
		
	
	
		25bfa80e60
		
			
		
	
	
	
	
		
			
			# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			101 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			101 lines
		
	
	
		
			3.3 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::*, 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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| 
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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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| 
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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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| 
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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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|             let banner_scale_factor = 0.5;
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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(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(10.)),
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|                     ..default()
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|                 },
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|                 material: ui_materials.add(CustomUiMaterial {
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|                     color: LinearRgba::WHITE.to_f32_array().into(),
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|                     slider: 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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|                 ..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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|     /// 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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|     #[uniform(1)]
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|     slider: f32,
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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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| 
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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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| 
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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<&Handle<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_seconds() * 60.0) % 360.0, 1., 0.5);
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|             let border_color = Color::hsl((time.elapsed_seconds() * 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 =
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|                 ((time.elapsed_seconds() % (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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