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|
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use bevy::{ |
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input::common_conditions::input_just_pressed, prelude::*, render::render_resource::AsBindGroup, |
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shader::ShaderRef, |
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}; |
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|
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|
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const SHADER_ASSET_PATH: &str = "shaders/sprite_material.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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SpriteMaterialPlugin::<DissolveMaterial>::default(), |
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)) |
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.add_systems(Startup, setup) |
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.add_systems( |
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Update, |
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( |
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dissolve_on_input.run_if(input_just_pressed(KeyCode::Space)), |
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update_dissolve, |
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) |
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.chain(), |
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) |
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.run(); |
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} |
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|
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#[derive(AsBindGroup, Asset, Reflect, Clone)] |
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struct DissolveMaterial { |
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|
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#[uniform(20)] |
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burn_edge_color: LinearRgba, |
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#[uniform(20)] |
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amount: f32, |
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#[uniform(20)] |
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burn_edge: f32, |
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|
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|
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#[cfg(feature = "webgl2")] |
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#[uniform(20)] |
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_webgl2_padding_12b: u32, |
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#[cfg(feature = "webgl2")] |
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#[uniform(20)] |
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_webgl2_padding_16b: u32, |
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} |
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|
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impl MaterialExtension2d for DissolveMaterial { |
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fn fragment_shader() -> Option<ShaderRef> { |
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Some(SHADER_ASSET_PATH.into()) |
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} |
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} |
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|
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impl DissolveMaterial { |
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fn new(amount: f32) -> Self { |
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Self { |
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amount, |
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burn_edge: 0.05, |
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burn_edge_color: LinearRgba::rgb(1.0, 0.66, 0.0), |
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|
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#[cfg(feature = "webgl2")] |
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_webgl2_padding_12b: 0, |
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#[cfg(feature = "webgl2")] |
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_webgl2_padding_16b: 0, |
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} |
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} |
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} |
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|
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#[derive(Component, FromTemplate, Clone, Copy)] |
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#[component(immutable)] |
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enum DissolveState { |
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#[default] |
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Visible, |
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Dissolving { |
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progress: f32, |
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}, |
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Appearing { |
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progress: f32, |
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}, |
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Hidden, |
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} |
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|
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fn setup(mut commands: Commands) { |
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commands.spawn(Camera2d); |
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commands.spawn(Text::new("Space to dissolve")); |
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|
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commands.queue_spawn_scene(bsn! { |
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Sprite { |
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image: "branding/bevy_bird_dark.png", |
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} |
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DissolveState::Visible |
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SpriteMaterial<DissolveMaterial>(asset_value(DissolveMaterial::new(0.0))) |
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}); |
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} |
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|
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fn dissolve_on_input(dissolving: Query<(Entity, &DissolveState)>, mut commands: Commands) { |
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for (entity, state) in dissolving { |
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let new = match *state { |
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DissolveState::Visible => DissolveState::Dissolving { progress: 0.0 }, |
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DissolveState::Hidden => DissolveState::Appearing { progress: 0.0 }, |
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DissolveState::Dissolving { progress } => DissolveState::Appearing { |
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progress: 1.0 - progress, |
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}, |
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DissolveState::Appearing { progress } => DissolveState::Dissolving { |
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progress: 1.0 - progress, |
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}, |
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}; |
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|
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commands.entity(entity).insert(new); |
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} |
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} |
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|
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fn update_dissolve( |
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dissolving: Query<(Entity, &SpriteMaterial<DissolveMaterial>, &DissolveState)>, |
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time: Res<Time>, |
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mut materials: ResMut<Assets<DissolveMaterial>>, |
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mut commands: Commands, |
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) { |
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for (entity, material, state) in dissolving { |
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match *state { |
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DissolveState::Dissolving { mut progress } => { |
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progress += time.delta_secs(); |
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let new = if progress >= 1.0 { |
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progress = 1.0; |
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DissolveState::Hidden |
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} else { |
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DissolveState::Dissolving { progress } |
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}; |
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commands.entity(entity).insert(new); |
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|
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if let Some(mut material) = materials.get_mut(&material.0) { |
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material.amount = progress; |
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} |
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} |
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DissolveState::Appearing { mut progress } => { |
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progress += time.delta_secs(); |
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let new = if progress >= 1.0 { |
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progress = 1.0; |
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DissolveState::Visible |
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} else { |
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DissolveState::Appearing { progress } |
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}; |
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commands.entity(entity).insert(new); |
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|
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if let Some(mut material) = materials.get_mut(&material.0) { |
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material.amount = 1.0 - progress; |
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} |
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} |
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_ => { } |
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} |
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} |
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} |