bevy/examples/shader/shader_material_2d.rs
Alice Cecile de004da8d5
Rename bevy_render::Color to LegacyColor (#12069)
# Objective

The migration process for `bevy_color` (#12013) will be fairly involved:
there will be hundreds of affected files, and a large number of APIs.

## Solution

To allow us to proceed granularly, we're going to keep both
`bevy_color::Color` (new) and `bevy_render::Color` (old) around until
the migration is complete.

However, simply doing this directly is confusing! They're both called
`Color`, making it very hard to tell when a portion of the code has been
ported.

As discussed in #12056, by renaming the old `Color` type, we can make it
easier to gradually migrate over, one API at a time.

## Migration Guide

THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK.

This change should not be shipped to end users: delete this section in
the final migration guide!

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-24 21:35:32 +00:00

59 lines
1.6 KiB
Rust

//! A shader and a material that uses it.
use bevy::{
prelude::*,
reflect::TypePath,
render::render_resource::{AsBindGroup, ShaderRef},
sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
};
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
Material2dPlugin::<CustomMaterial>::default(),
))
.add_systems(Startup, setup)
.run();
}
// Setup a simple 2d scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
asset_server: Res<AssetServer>,
) {
// camera
commands.spawn(Camera2dBundle::default());
// quad
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Rectangle::default()).into(),
transform: Transform::default().with_scale(Vec3::splat(128.)),
material: materials.add(CustomMaterial {
color: LegacyColor::BLUE,
color_texture: Some(asset_server.load("branding/icon.png")),
}),
..default()
});
}
// This is the struct that will be passed to your shader
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
struct CustomMaterial {
#[uniform(0)]
color: LegacyColor,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
}
/// The Material2d trait is very configurable, but comes with sensible defaults for all methods.
/// You only need to implement functions for features that need non-default behavior. See the Material2d api docs for details!
impl Material2d for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/custom_material_2d.wgsl".into()
}
}