bevy/examples/2d/mesh2d_alpha_mode.rs
Lucas Franca 7d7c43dd62
Add uv_transform to ColorMaterial (#17879)
# Objective

Implements and closes #17515

## Solution

Add `uv_transform` to `ColorMaterial`

## Testing

Create a example similar to `repeated_texture` but for `Mesh2d` and
`MeshMaterial2d<ColorMaterial>`

## Showcase


![image](https://github.com/user-attachments/assets/72943b9b-59a6-489a-96a2-f9c245f0dd53)

## Migration Guide

Add `uv_transform` field to constructors of `ColorMaterial`
2025-02-24 21:17:26 +00:00

98 lines
3.1 KiB
Rust

//! This example is used to test how transforms interact with alpha modes for [`Mesh2d`] entities with a [`MeshMaterial2d`].
//! This makes sure the depth buffer is correctly being used for opaque and transparent 2d meshes
use bevy::{
color::palettes::css::{BLUE, GREEN, WHITE},
prelude::*,
sprite::AlphaMode2d,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands.spawn(Camera2d);
let texture_handle = asset_server.load("branding/icon.png");
let mesh_handle = meshes.add(Rectangle::from_size(Vec2::splat(256.0)));
// opaque
// Each sprite should be square with the transparent parts being completely black
// The blue sprite should be on top with the white and green one behind it
commands.spawn((
Mesh2d(mesh_handle.clone()),
MeshMaterial2d(materials.add(ColorMaterial {
color: WHITE.into(),
alpha_mode: AlphaMode2d::Opaque,
texture: Some(texture_handle.clone()),
..default()
})),
Transform::from_xyz(-400.0, 0.0, 0.0),
));
commands.spawn((
Mesh2d(mesh_handle.clone()),
MeshMaterial2d(materials.add(ColorMaterial {
color: BLUE.into(),
alpha_mode: AlphaMode2d::Opaque,
texture: Some(texture_handle.clone()),
..default()
})),
Transform::from_xyz(-300.0, 0.0, 1.0),
));
commands.spawn((
Mesh2d(mesh_handle.clone()),
MeshMaterial2d(materials.add(ColorMaterial {
color: GREEN.into(),
alpha_mode: AlphaMode2d::Opaque,
texture: Some(texture_handle.clone()),
..default()
})),
Transform::from_xyz(-200.0, 0.0, -1.0),
));
// Test the interaction between opaque/mask and transparent meshes
// The white sprite should be:
// - only the icon is opaque but background is transparent
// - on top of the green sprite
// - behind the blue sprite
commands.spawn((
Mesh2d(mesh_handle.clone()),
MeshMaterial2d(materials.add(ColorMaterial {
color: WHITE.into(),
alpha_mode: AlphaMode2d::Mask(0.5),
texture: Some(texture_handle.clone()),
..default()
})),
Transform::from_xyz(200.0, 0.0, 0.0),
));
commands.spawn((
Mesh2d(mesh_handle.clone()),
MeshMaterial2d(materials.add(ColorMaterial {
color: BLUE.with_alpha(0.7).into(),
alpha_mode: AlphaMode2d::Blend,
texture: Some(texture_handle.clone()),
..default()
})),
Transform::from_xyz(300.0, 0.0, 1.0),
));
commands.spawn((
Mesh2d(mesh_handle.clone()),
MeshMaterial2d(materials.add(ColorMaterial {
color: GREEN.with_alpha(0.7).into(),
alpha_mode: AlphaMode2d::Blend,
texture: Some(texture_handle),
..default()
})),
Transform::from_xyz(400.0, 0.0, -1.0),
));
}