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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, ShaderType}, |
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shader::ShaderRef, |
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sprite_render::{AlphaMode2d, Material2d, Material2dPlugin}, |
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}; |
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|
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const SHADER_ASSET_PATH: &str = "shaders/custom_material_2d_bindless.wesl"; |
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|
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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::<BindlessMaterial>::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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|
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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<BindlessMaterial>>, |
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asset_server: Res<AssetServer>, |
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) { |
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|
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commands.spawn(Camera2d); |
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|
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let dark_icon = asset_server.load("branding/bevy_logo_dark.png"); |
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let light_icon = asset_server.load("branding/bevy_logo_light.png"); |
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let mesh = meshes.add(Rectangle::default()); |
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|
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for (offset, color, image) in [ |
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(vec2(-1.0, -1.0), LinearRgba::RED, dark_icon.clone()), |
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( |
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vec2(1.0, -1.0), |
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LinearRgba::new(1.0, 1.0, 0.0, 1.0), |
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light_icon.clone(), |
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), |
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(vec2(-1.0, 1.0), LinearRgba::GREEN, dark_icon.clone()), |
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(vec2(1.0, 1.0), LinearRgba::BLUE, light_icon.clone()), |
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] { |
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commands.spawn(( |
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Mesh2d(mesh.clone()), |
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MeshMaterial2d(materials.add(BindlessMaterial { |
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color, |
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color_texture: Some(image), |
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})), |
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Transform::default() |
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.with_scale(vec3(128.0, 32.0, 1.0)) |
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.with_translation((offset * 128.0).extend(0.0)), |
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)); |
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} |
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} |
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|
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|
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)] |
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#[uniform(0, BindlessMaterialUniform, binding_array(10))] |
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#[bindless] |
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struct BindlessMaterial { |
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color: LinearRgba, |
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#[texture(1)] |
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#[sampler(2)] |
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color_texture: Option<Handle<Image>>, |
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} |
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|
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|
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#[derive(ShaderType)] |
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struct BindlessMaterialUniform { |
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color: LinearRgba, |
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} |
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impl<'a> From<&'a BindlessMaterial> for BindlessMaterialUniform { |
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fn from(material: &'a BindlessMaterial) -> Self { |
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BindlessMaterialUniform { |
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color: material.color, |
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} |
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} |
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} |
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impl Material2d for BindlessMaterial { |
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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 alpha_mode(&self) -> AlphaMode2d { |
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AlphaMode2d::Mask(0.5) |
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} |
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} |