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use bevy::{ |
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prelude::*, reflect::TypePath, render::render_resource::AsBindGroup, shader::ShaderRef, |
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}; |
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|
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const SHADER_ASSET_PATH: &str = "shaders/custom_material_screenspace_texture.wesl"; |
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|
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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, rotate_camera) |
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.run(); |
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} |
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|
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#[derive(Component)] |
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struct MainCamera; |
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|
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fn setup( |
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mut commands: Commands, |
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asset_server: Res<AssetServer>, |
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mut meshes: ResMut<Assets<Mesh>>, |
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mut custom_materials: ResMut<Assets<CustomMaterial>>, |
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mut standard_materials: ResMut<Assets<StandardMaterial>>, |
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) { |
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commands.spawn(( |
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Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))), |
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MeshMaterial3d(standard_materials.add(Color::srgb(0.3, 0.5, 0.3))), |
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)); |
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commands.spawn((PointLight::default(), Transform::from_xyz(4.0, 8.0, 4.0))); |
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|
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commands.spawn(( |
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Mesh3d(meshes.add(Cuboid::default())), |
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MeshMaterial3d(custom_materials.add(CustomMaterial { |
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texture: asset_server.load( |
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"models/FlightHelmet/FlightHelmet_Materials_LensesMat_OcclusionRoughMetal.png", |
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), |
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})), |
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Transform::from_xyz(0.0, 0.5, 0.0), |
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)); |
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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(4.0, 2.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y), |
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MainCamera, |
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)); |
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} |
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|
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fn rotate_camera(mut cam_transform: Single<&mut Transform, With<MainCamera>>, time: Res<Time>) { |
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cam_transform.rotate_around( |
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Vec3::ZERO, |
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Quat::from_axis_angle(Vec3::Y, 45f32.to_radians() * time.delta_secs()), |
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); |
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cam_transform.look_at(Vec3::ZERO, Vec3::Y); |
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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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texture: Handle<Image>, |
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} |
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|
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impl Material for CustomMaterial { |
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fn fragment_shader() -> ShaderRef { |
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SHADER_ASSET_PATH.into() |
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} |
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} |