wip
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3611612d47
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3 changed files with 135 additions and 128 deletions
138
src/main.rs
138
src/main.rs
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@ -1,16 +1,10 @@
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//! A shader that uses the WGSL shading language.
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mod material;
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mod systems;
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use bevy::{
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asset::AssetEvent,
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input::common_conditions::*,
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prelude::*,
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reflect::TypePath,
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render::render_resource::{AsBindGroup, Shader, ShaderRef},
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sprite::{AlphaMode2d, Material2d, Material2dPlugin},
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window::{PrimaryWindow, WindowMode},
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};
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use bevy::{input::common_conditions::input_just_pressed, prelude::*, sprite::Material2dPlugin};
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const SHADER_ASSET_PATH: &str = "shaders/default.wgsl";
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use material::CustomMaterial;
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fn main() {
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App::new()
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@ -18,128 +12,16 @@ fn main() {
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DefaultPlugins,
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Material2dPlugin::<CustomMaterial>::default(),
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))
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.add_systems(Startup, setup)
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.add_systems(Startup, systems::setup)
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.add_systems(
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Update,
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(
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update_material_time,
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resize_fullscreen_quad,
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shader_hot_reload,
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exit_app.run_if(input_just_pressed(KeyCode::Escape)),
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toggle_fullscreen.run_if(input_just_pressed(KeyCode::F11)),
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material::update_material_time,
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material::shader_hot_reload,
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systems::resize_fullscreen_quad,
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systems::exit_app.run_if(input_just_pressed(KeyCode::Escape)),
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systems::toggle_fullscreen.run_if(input_just_pressed(KeyCode::F11)),
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),
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)
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.run();
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}
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/// set up a simple 2D-screen-like surface
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fn setup(
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<CustomMaterial>>,
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mut primary_window: Single<&mut Window, With<PrimaryWindow>>,
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mut commands: Commands,
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) {
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primary_window.decorations = false;
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commands.spawn(Camera2d);
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// quad that fills the whole window
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let screen_size = Vec2::new(
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primary_window.resolution.width(),
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primary_window.resolution.height(),
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);
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// create material with initial time = 0.0
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let material_handle = materials.add(CustomMaterial {
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time: 0.0,
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resolution: screen_size,
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});
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commands.spawn((
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Mesh2d(meshes.add(Rectangle::default())),
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MeshMaterial2d(material_handle),
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Transform::from_scale(Vec3::new(screen_size.x, screen_size.y, 1.0)),
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FullscreenQuad,
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));
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}
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/// Marker component for the fullscreen quad so we can update it on window resize
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#[derive(Component)]
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struct FullscreenQuad;
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/// Update fullscreen quad transforms when the primary window is resized.
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fn resize_fullscreen_quad(
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primary_window: Single<&Window, With<PrimaryWindow>>,
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mut transform: Single<&mut Transform, With<FullscreenQuad>>,
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) {
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let size = Vec2::new(
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primary_window.resolution.width(),
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primary_window.resolution.height(),
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);
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transform.scale = Vec3::new(size.x, size.y, 1.0);
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}
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fn exit_app(mut exit: EventWriter<AppExit>) {
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exit.write(AppExit::Success);
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}
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fn toggle_fullscreen(mut primary_window: Single<&mut Window, With<PrimaryWindow>>) {
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primary_window.mode = match primary_window.mode {
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WindowMode::BorderlessFullscreen(_) => WindowMode::Windowed,
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WindowMode::Windowed => WindowMode::BorderlessFullscreen(MonitorSelection::Current),
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WindowMode::Fullscreen(_, _) => WindowMode::BorderlessFullscreen(MonitorSelection::Current),
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};
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}
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/// Listen for shader asset changes and force materials to update so the new shader is used.
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fn shader_hot_reload(
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mut shader_events: EventReader<AssetEvent<Shader>>,
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mut materials: ResMut<Assets<CustomMaterial>>,
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) {
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let mut reload_needed = false;
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for event in shader_events.read() {
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match event {
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AssetEvent::Modified { .. } => {
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info!("shader changed: {event:?}");
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reload_needed = true;
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}
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_ => {}
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}
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}
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if reload_needed {
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// iterate all materials and 'touch' them so Bevy updates bindings using the recompiled shader
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for (_handle, material) in materials.iter_mut() {
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// assign to itself to mark changed
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let cloned = material.clone();
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*material = cloned;
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}
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}
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}
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// This is the struct that will be passed to your shader
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#[derive(Asset, TypePath, AsBindGroup, Clone)]
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struct CustomMaterial {
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#[uniform(0)]
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time: f32,
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#[uniform(1)]
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resolution: Vec2,
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}
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fn update_material_time(mut materials: ResMut<Assets<CustomMaterial>>, time: Res<Time>) {
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let t = time.elapsed_secs();
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for (_handle, material) in materials.iter_mut() {
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material.time = t;
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}
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}
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/// The Material2d trait is very configurable, but comes with sensible defaults for all methods.
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/// You only need to implement functions for features that need non-default behavior. See the Material2d api docs for details!
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impl Material2d 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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fn alpha_mode(&self) -> AlphaMode2d {
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AlphaMode2d::Opaque
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}
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}
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61
src/material.rs
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61
src/material.rs
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@ -0,0 +1,61 @@
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use bevy::{
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asset::AssetEvent,
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prelude::*,
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reflect::TypePath,
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render::render_resource::{AsBindGroup, Shader, ShaderRef},
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sprite::{AlphaMode2d, Material2d},
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};
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const SHADER_ASSET_PATH: &str = "shaders/default.wgsl";
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// This is the struct that will be passed to your shader
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#[derive(Asset, TypePath, AsBindGroup, Clone)]
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pub struct CustomMaterial {
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#[uniform(0)]
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pub time: f32,
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#[uniform(1)]
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pub resolution: Vec2,
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}
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pub fn update_material_time(mut materials: ResMut<Assets<CustomMaterial>>, time: Res<Time>) {
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let t = time.elapsed_secs();
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for (_handle, material) in materials.iter_mut() {
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material.time = t;
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}
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}
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/// Listen for shader asset changes and force materials to update so the new shader is used.
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pub fn shader_hot_reload(
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mut shader_events: EventReader<AssetEvent<Shader>>,
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mut materials: ResMut<Assets<CustomMaterial>>,
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) {
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let mut reload_needed = false;
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for event in shader_events.read() {
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match event {
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AssetEvent::Modified { .. } => {
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info!("shader changed: {event:?}");
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reload_needed = true;
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}
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_ => {}
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}
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}
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if reload_needed {
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// iterate all materials and 'touch' them so Bevy updates bindings using the recompiled shader
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for (_handle, material) in materials.iter_mut() {
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// assign to itself to mark changed
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let cloned = material.clone();
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*material = cloned;
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}
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}
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}
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impl Material2d 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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fn alpha_mode(&self) -> AlphaMode2d {
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AlphaMode2d::Opaque
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}
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}
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64
src/systems.rs
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64
src/systems.rs
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@ -0,0 +1,64 @@
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use bevy::{
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prelude::*,
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window::{PrimaryWindow, WindowMode},
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};
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use crate::material::CustomMaterial;
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/// Marker component for the fullscreen quad so we can update it on window resize
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#[derive(Component)]
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pub struct FullscreenQuad;
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/// set up a simple 2D-screen-like surface
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pub fn setup(
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<CustomMaterial>>,
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mut primary_window: Single<&mut Window, With<PrimaryWindow>>,
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mut commands: Commands,
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) {
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primary_window.decorations = false;
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commands.spawn(Camera2d);
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// quad that fills the whole window
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let screen_size = Vec2::new(
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primary_window.resolution.width(),
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primary_window.resolution.height(),
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);
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// create material with initial time = 0.0
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let material_handle = materials.add(CustomMaterial {
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time: 0.0,
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resolution: screen_size,
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});
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commands.spawn((
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Mesh2d(meshes.add(Rectangle::default())),
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MeshMaterial2d(material_handle),
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Transform::from_scale(Vec3::new(screen_size.x, screen_size.y, 1.0)),
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FullscreenQuad,
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));
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}
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/// Update fullscreen quad transforms when the primary window is resized.
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pub fn resize_fullscreen_quad(
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primary_window: Single<&Window, With<PrimaryWindow>>,
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mut transform: Single<&mut Transform, With<FullscreenQuad>>,
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) {
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let size = Vec2::new(
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primary_window.resolution.width(),
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primary_window.resolution.height(),
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);
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transform.scale = Vec3::new(size.x, size.y, 1.0);
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}
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pub fn exit_app(mut exit: EventWriter<AppExit>) {
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exit.write(AppExit::Success);
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}
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pub fn toggle_fullscreen(mut primary_window: Single<&mut Window, With<PrimaryWindow>>) {
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primary_window.mode = match primary_window.mode {
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WindowMode::BorderlessFullscreen(_) => WindowMode::Windowed,
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WindowMode::Windowed => WindowMode::BorderlessFullscreen(MonitorSelection::Current),
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WindowMode::Fullscreen(_, _) => WindowMode::BorderlessFullscreen(MonitorSelection::Current),
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};
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}
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