Created
June 26, 2024 03:28
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bevy UiMaterial image slider
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//! Demonstrates the use of [`UiMaterials`](UiMaterial) and how to change material values | |
use bevy::color::palettes::css::BLACK; | |
use bevy::prelude::*; | |
use bevy::reflect::TypePath; | |
use bevy::render::render_resource::*; | |
fn main() { | |
App::new() | |
.add_plugins(DefaultPlugins) | |
.add_plugins(UiMaterialPlugin::<CustomUiMaterial>::default()) | |
.add_systems(Startup, setup) | |
.add_systems(Update, animate) | |
.run(); | |
} | |
fn setup( | |
mut commands: Commands, | |
mut ui_materials: ResMut<Assets<CustomUiMaterial>>, | |
asset_server: Res<AssetServer>, | |
) { | |
// Camera so we can see UI | |
commands.spawn(Camera2dBundle::default()); | |
commands | |
.spawn(NodeBundle { | |
style: Style { | |
width: Val::Percent(100.0), | |
height: Val::Percent(100.0), | |
align_items: AlignItems::Center, | |
justify_content: JustifyContent::Center, | |
..default() | |
}, | |
..default() | |
}) | |
.with_children(|parent| { | |
parent.spawn(MaterialNodeBundle { | |
style: Style { | |
position_type: PositionType::Absolute, | |
width: Val::Px(350.0), | |
height: Val::Px(150.0), | |
..default() | |
}, | |
material: ui_materials.add(CustomUiMaterial { | |
slider: 0.5, | |
color_texture: asset_server.load("branding/banner.png"), | |
}), | |
..default() | |
}); | |
}); | |
} | |
#[derive(AsBindGroup, Asset, TypePath, Debug, Clone)] | |
struct CustomUiMaterial { | |
#[uniform(0)] | |
slider: f32, | |
#[texture(1)] | |
#[sampler(2)] | |
color_texture: Handle<Image>, | |
} | |
impl UiMaterial for CustomUiMaterial { | |
fn fragment_shader() -> ShaderRef { | |
"slider.wgsl".into() | |
} | |
} | |
fn animate( | |
mut materials: ResMut<Assets<CustomUiMaterial>>, | |
q: Query<&Handle<CustomUiMaterial>>, | |
time: Res<Time>, | |
) { | |
let duration = 2.0; | |
for handle in &q { | |
if let Some(material) = materials.get_mut(handle) { | |
material.slider = (time.elapsed_seconds() % duration) / duration; | |
} | |
} | |
} |
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// This shader draws a circle with a given input color | |
#import bevy_ui::ui_vertex_output::UiVertexOutput | |
@group(1) @binding(0) var<uniform> slider: f32; | |
@group(1) @binding(1) var material_color_texture: texture_2d<f32>; | |
@group(1) @binding(2) var material_color_sampler: sampler; | |
@fragment | |
fn fragment(in: UiVertexOutput) -> @location(0) vec4<f32> { | |
if in.uv.x < slider { | |
return textureSample(material_color_texture, material_color_sampler, in.uv); | |
} else { | |
return vec4(0.0); | |
} | |
} |
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