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use bevy::{ |
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mesh::MeshVertexBufferLayoutRef, |
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prelude::*, |
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reflect::TypePath, |
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render::render_resource::{ |
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AsBindGroup, RenderPipelineDescriptor, SpecializedMeshPipelineError, |
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}, |
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shader::ShaderRef, |
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sprite_render::{Material2d, Material2dKey, Material2dPipeline, Material2dPlugin}, |
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}; |
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const SHADER_ASSET_PATH: &str = "shaders/pipeline_constants.wesl"; |
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fn main() { |
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App::new() |
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.add_plugins(( |
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DefaultPlugins, |
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Material2dPlugin::<PosterizeMaterial>::default(), |
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)) |
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.add_systems(Startup, setup) |
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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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mut meshes: ResMut<Assets<Mesh>>, |
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mut materials: ResMut<Assets<PosterizeMaterial>>, |
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) { |
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commands.spawn(Camera2d); |
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let quad = meshes.add(Rectangle::new(200.0, 150.0)); |
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for (i, levels) in [2u32, 4, 8].into_iter().enumerate() { |
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let x = (i as f32 - 1.0) * 220.0; |
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commands.spawn(( |
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Mesh2d(quad.clone()), |
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MeshMaterial2d(materials.add(PosterizeMaterial { levels })), |
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Transform::from_xyz(x, 20.0, 0.0), |
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)); |
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commands.spawn(( |
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Text2d::new(format!("{levels} levels")), |
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Transform::from_xyz(x, -65.0, 0.0), |
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)); |
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} |
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} |
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#[derive(Asset, TypePath, AsBindGroup, Clone)] |
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#[bind_group_data(PosterizeMaterialKey)] |
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struct PosterizeMaterial { |
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levels: u32, |
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} |
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#[derive(Clone, PartialEq, Eq, Hash)] |
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struct PosterizeMaterialKey { |
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levels: u32, |
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} |
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impl From<&PosterizeMaterial> for PosterizeMaterialKey { |
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fn from(m: &PosterizeMaterial) -> Self { |
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Self { levels: m.levels } |
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} |
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} |
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impl Material2d for PosterizeMaterial { |
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fn fragment_shader() -> ShaderRef { |
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SHADER_ASSET_PATH.into() |
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} |
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fn specialize( |
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_pipeline: &Material2dPipeline, |
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descriptor: &mut RenderPipelineDescriptor, |
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_layout: &MeshVertexBufferLayoutRef, |
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key: Material2dKey<Self>, |
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) -> Result<(), SpecializedMeshPipelineError> { |
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descriptor |
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.fragment |
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.as_mut() |
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.unwrap() |
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.constants |
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.push(("LEVELS".into(), key.bind_group_data.levels as f64)); |
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Ok(()) |
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} |
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} |