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use bevy::{ |
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mesh::MeshTag, prelude::*, reflect::TypePath, render::render_resource::AsBindGroup, |
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shader::ShaderRef, |
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}; |
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const SHADER_ASSET_PATH: &str = "shaders/automatic_instancing.wesl"; |
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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, update) |
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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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assets: Res<AssetServer>, |
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mut meshes: ResMut<Assets<Mesh>>, |
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mut materials: ResMut<Assets<CustomMaterial>>, |
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) { |
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let image = assets.load("branding/icon.png"); |
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let mesh_handle = meshes.add(Cuboid::from_size(Vec3::splat(0.01))); |
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let material_handle = materials.add(CustomMaterial { |
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image: image.clone(), |
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}); |
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let image_dims = UVec2::new(256, 256); |
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let total_pixels = image_dims.x * image_dims.y; |
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for index in 0..total_pixels { |
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let x = index % image_dims.x; |
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let y = index / image_dims.x; |
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let world_x = (x as f32 - image_dims.x as f32 / 2.0) / 50.0; |
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let world_y = -((y as f32 - image_dims.y as f32 / 2.0) / 50.0); |
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commands.spawn(( |
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Mesh3d(mesh_handle.clone()), |
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MeshMaterial3d(material_handle.clone()), |
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MeshTag::new(index), |
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Transform::from_xyz(world_x, world_y, 0.0), |
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)); |
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} |
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commands.spawn(( |
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Camera3d::default(), |
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Transform::from_xyz(0.0, 0.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y), |
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)); |
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} |
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fn update(time: Res<Time>, mut transforms: Query<(&mut Transform, &MeshTag)>) { |
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for (mut transform, index) in transforms.iter_mut() { |
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transform.translation.z = ops::sin(time.elapsed_secs() + index.value as f32 * 0.01); |
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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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image: Handle<Image>, |
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} |
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impl Material for CustomMaterial { |
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fn vertex_shader() -> ShaderRef { |
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SHADER_ASSET_PATH.into() |
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} |
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fn fragment_shader() -> ShaderRef { |
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SHADER_ASSET_PATH.into() |
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} |
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} |