 d96a9d15f6
			
		
	
	
		d96a9d15f6
		
			
		
	
	
	
	
		
			
			# Objective - closes #15866 ## Solution - Simply migrate where possible. ## Testing - Expect that CI will do most of the work. Examples is another way of testing this, as most of the work is in that area. --- ## Notes For now, this PR doesn't migrate `QueryState::single` and friends as for now, this look like another issue. So for example, QueryBuilders that used single or `World::query` that used single wasn't migrated. If there is a easy way to migrate those, please let me know. Most of the uses of `Query::single` were removed, the only other uses that I found was related to tests of said methods, so will probably be removed when we remove `Query::single`.
		
			
				
	
	
		
			74 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			74 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A shader that samples a texture with view-independent UV coordinates.
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| 
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| use bevy::{
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|     prelude::*,
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|     reflect::TypePath,
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|     render::render_resource::{AsBindGroup, ShaderRef},
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| };
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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_material_screenspace_texture.wgsl";
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, rotate_camera)
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|         .run();
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| }
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| 
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| #[derive(Component)]
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| struct MainCamera;
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| 
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| fn setup(
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|     mut commands: Commands,
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|     asset_server: Res<AssetServer>,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut custom_materials: ResMut<Assets<CustomMaterial>>,
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|     mut standard_materials: ResMut<Assets<StandardMaterial>>,
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| ) {
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|     commands.spawn((
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|         Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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|         MeshMaterial3d(standard_materials.add(Color::srgb(0.3, 0.5, 0.3))),
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|     ));
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|     commands.spawn((PointLight::default(), Transform::from_xyz(4.0, 8.0, 4.0)));
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| 
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|     commands.spawn((
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|         Mesh3d(meshes.add(Cuboid::default())),
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|         MeshMaterial3d(custom_materials.add(CustomMaterial {
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|             texture: asset_server.load(
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|                 "models/FlightHelmet/FlightHelmet_Materials_LensesMat_OcclusionRoughMetal.png",
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|             ),
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|         })),
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|         Transform::from_xyz(0.0, 0.5, 0.0),
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|     ));
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| 
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|     // camera
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|     commands.spawn((
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|         Camera3d::default(),
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|         Transform::from_xyz(4.0, 2.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         MainCamera,
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|     ));
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| }
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| 
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| fn rotate_camera(mut cam_transform: Single<&mut Transform, With<MainCamera>>, time: Res<Time>) {
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|     cam_transform.rotate_around(
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|         Vec3::ZERO,
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|         Quat::from_axis_angle(Vec3::Y, 45f32.to_radians() * time.delta_seconds()),
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|     );
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|     cam_transform.look_at(Vec3::ZERO, Vec3::Y);
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| }
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| 
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| #[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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| struct CustomMaterial {
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|     #[texture(0)]
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|     #[sampler(1)]
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|     texture: Handle<Image>,
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| }
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| 
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| impl Material for CustomMaterial {
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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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