Demonstrates the use of UiMaterials and how to change material values
use bevy::{
color::palettes::css::DARK_BLUE, prelude::*, reflect::TypePath, render::render_resource::*,
shader::ShaderRef,
};
/// This example uses a shader source file from the assets subdirectory
const SHADER_ASSET_PATH: &str = "shaders/custom_ui_material.wgsl";
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(Camera2d);
commands
.spawn(Node {
width: percent(100),
height: percent(100),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
})
.with_children(|parent| {
let banner_scale_factor = 0.5;
parent.spawn((
Node {
position_type: PositionType::Absolute,
width: px(905.0 * banner_scale_factor),
height: px(363.0 * banner_scale_factor),
border: UiRect::all(px(20)),
border_radius: BorderRadius::all(px(20)),
..default()
},
MaterialNode(ui_materials.add(CustomUiMaterial {
color: LinearRgba::WHITE.to_f32_array().into(),
slider: Vec4::splat(0.5),
color_texture: asset_server.load("branding/banner.png"),
border_color: LinearRgba::WHITE.to_f32_array().into(),
})),
// UI material nodes can have outlines and shadows like any other UI node
Outline {
width: px(2),
offset: px(100),
color: DARK_BLUE.into(),
},
));
});
}
#[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
struct CustomUiMaterial {
/// Color multiplied with the image
#[uniform(0)]
color: Vec4,
/// Represents how much of the image is visible
/// Goes from 0 to 1
/// A `Vec4` is used here because Bevy with webgl2 requires that uniforms are 16-byte aligned but only the first component is read.
#[uniform(1)]
slider: Vec4,
/// Image used to represent the slider
#[texture(2)]
#[sampler(3)]
color_texture: Handle<Image>,
/// Color of the image's border
#[uniform(4)]
border_color: Vec4,
}
impl UiMaterial for CustomUiMaterial {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}
// Fills the slider slowly over 2 seconds and resets it
// Also updates the color of the image to a rainbow color
fn animate(
mut materials: ResMut<Assets<CustomUiMaterial>>,
q: Query<&MaterialNode<CustomUiMaterial>>,
time: Res<Time>,
) {
let duration = 2.0;
for handle in &q {
if let Some(mut material) = materials.get_mut(handle) {
// rainbow color effect
let new_color = Color::hsl((time.elapsed_secs() * 60.0) % 360.0, 1., 0.5);
let border_color = Color::hsl((time.elapsed_secs() * 60.0) % 360.0, 0.75, 0.75);
material.color = new_color.to_linear().to_vec4();
material.slider.x =
((time.elapsed_secs() % (duration * 2.0)) - duration).abs() / duration;
material.border_color = border_color.to_linear().to_vec4();
}
}
}// Draws a progress bar with properties defined in CustomUiMaterial
#import bevy_ui::ui_vertex_output::UiVertexOutput
@group(1) @binding(0) var<uniform> color: vec4<f32>;
@group(1) @binding(1) var<uniform> slider: vec4<f32>;
@group(1) @binding(2) var material_color_texture: texture_2d<f32>;
@group(1) @binding(3) var material_color_sampler: sampler;
@group(1) @binding(4) var<uniform> border_color: vec4<f32>;
@fragment
fn fragment(in: UiVertexOutput) -> @location(0) vec4<f32> {
let output_color = textureSample(material_color_texture, material_color_sampler, in.uv) * color;
// half size of the UI node
let half_size = 0.5 * in.size;
// position relative to the center of the UI node
let p = in.uv * in.size - half_size;
// thickness of the border closest to the current position
let b = vec2(
select(in.border_widths.x, in.border_widths.z, 0. < p.x),
select(in.border_widths.y, in.border_widths.w, 0. < p.y)
);
// select radius for the nearest corner
let rs = select(in.border_radius.xy, in.border_radius.wz, 0.0 < p.y);
let radius = select(rs.x, rs.y, 0.0 < p.x);
// distance along each axis from the corner
let d = half_size - abs(p);
// if the distance to the edge from the current position on any axis
// is less than the border width on that axis then the position is within
// the border and we return the border color
if d.x < b.x || d.y < b.y {
// select radius for the nearest corner
let rs = select(in.border_radius.xy, in.border_radius.wz, 0.0 < p.y);
let radius = select(rs.x, rs.y, 0.0 < p.x);
// determine if the point is inside the curved corner and return the corresponding color
let q = radius - d;
if radius < min(max(q.x, q.y), 0.0) + length(vec2(max(q.x, 0.0), max(q.y, 0.0))) {
return vec4(0.0);
} else {
return border_color;
}
}
// sample the texture at this position if it's to the left of the slider value
// otherwise return a fully transparent color
if in.uv.x < slider.x {
let output_color = textureSample(material_color_texture, material_color_sampler, in.uv) * color;
return output_color;
} else {
return vec4(0.0);
}
}