2024-11-24 18:20:03 -05:00

79 lines
2.3 KiB
Rust

use bevy::{
asset::embedded_asset,
prelude::*,
render::render_resource::{AsBindGroup, ShaderType},
};
pub struct BlacklightPlugin;
impl Plugin for BlacklightPlugin {
fn build(&self, app: &mut App) {
embedded_asset!(app, "../assets/shaders/blacklight_material.wgsl");
app.add_plugins(MaterialPlugin::<BlacklightMaterial>::default()).add_systems(Update, update_shader_blacklight_data);
}
}
#[derive(Component, Debug)]
pub struct Blacklight;
#[derive(Clone, Debug, ShaderType)]
pub struct BlacklightData {
pub position: Vec3,
pub direction: Vec3,
pub color: Vec4,
pub range: f32,
pub radius: f32,
}
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
pub struct BlacklightMaterial {
#[storage(0, read_only)]
pub lights: Vec<BlacklightData>,
#[texture(1)]
#[sampler(2)]
pub base_texture: Option<Handle<Image>>,
pub alpha_mode: AlphaMode,
}
impl Default for BlacklightMaterial {
fn default() -> Self {
Self {
lights: vec![],
base_texture: None,
alpha_mode: AlphaMode::Blend,
}
}
}
impl Material for BlacklightMaterial {
fn fragment_shader() -> bevy::render::render_resource::ShaderRef {
"embedded://bevy_blacklight_material/../assets/shaders/blacklight_material.wgsl".into()
}
fn alpha_mode(&self) -> AlphaMode {
self.alpha_mode
}
}
fn update_shader_blacklight_data(
blacklight_query: Query<(&ViewVisibility, &GlobalTransform, &Transform, &SpotLight), With<Blacklight>>,
blacklight_material_query: Query<&Handle<BlacklightMaterial>>,
mut blacklight_materials: ResMut<Assets<BlacklightMaterial>>,
) {
let light_data = blacklight_query
.iter()
.filter(|(visibility, _, _, _)| visibility.get())
.map(|(_, global_transform, transform, light)| BlacklightData {
position: global_transform.translation(),
direction: *global_transform.forward(),
color: light.color.to_srgba().to_vec4(),
range: light.range,
radius: light.radius,
})
.collect::<Vec<_>>();
for handle in blacklight_material_query.iter() {
let material = blacklight_materials.get_mut(handle).unwrap();
material.lights = light_data.clone();
}
}