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# Objective - Fixes #16751 ## Solution - `Assets::get_mut` now returns a wrapper `AssetMut` type instead of `&mut impl Asset`. - `AssetMut` implements `Deref` and `DerefMut`. - `DerefMut` marks assets as changed. - when dropped `AssetMut` will add `AssetEvent::Modified` event to a queue only in case asset was marked as changed. ## Testing - Did you test these changes? If so, how? - No unit tests were added, change is pretty straightforward. - Test project: https://github.com/MatrixDev/bevy-feature-16751-test. - With change: ~100 fps. - Without change: ~15 fps. - Are there any parts that need more testing? - I don't really see how this can break anything or add a measurable overhead. - `AssetEvent::Modified` will now be sent after the asset was modified instead of before. It should not affect anything but still worth noting. - How can other people (reviewers) test your changes? Is there anything specific they need to know? - Have a big amount of entities that constantly update their materials. - Properties of those materials should be animated in a stepped maned (like changing color every 0.1 seconds). - Update material only if value has actually changed: ```rust if material.base_color != new_color { material.base_color = new_color; } ``` - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? - tested on macos (Mackbook M1) - not a platform-specific issue PS: This is my first PR, so please don’t judge.
108 lines
3.6 KiB
Rust
108 lines
3.6 KiB
Rust
//! Demonstrates the use of [`UiMaterials`](UiMaterial) and how to change material values
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use bevy::{
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color::palettes::css::DARK_BLUE, prelude::*, reflect::TypePath, render::render_resource::*,
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shader::ShaderRef,
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};
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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/custom_ui_material.wgsl";
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(UiMaterialPlugin::<CustomUiMaterial>::default())
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.add_systems(Startup, setup)
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.add_systems(Update, animate)
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.run();
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}
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fn setup(
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mut commands: Commands,
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mut ui_materials: ResMut<Assets<CustomUiMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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// Camera so we can see UI
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commands.spawn(Camera2d);
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commands
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.spawn(Node {
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width: percent(100),
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height: percent(100),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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..default()
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})
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.with_children(|parent| {
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let banner_scale_factor = 0.5;
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parent.spawn((
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Node {
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position_type: PositionType::Absolute,
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width: px(905.0 * banner_scale_factor),
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height: px(363.0 * banner_scale_factor),
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border: UiRect::all(px(20)),
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border_radius: BorderRadius::all(px(20)),
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..default()
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},
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MaterialNode(ui_materials.add(CustomUiMaterial {
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color: LinearRgba::WHITE.to_f32_array().into(),
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slider: Vec4::splat(0.5),
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color_texture: asset_server.load("branding/banner.png"),
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border_color: LinearRgba::WHITE.to_f32_array().into(),
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})),
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// UI material nodes can have outlines and shadows like any other UI node
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Outline {
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width: px(2),
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offset: px(100),
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color: DARK_BLUE.into(),
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},
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));
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});
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}
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#[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
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struct CustomUiMaterial {
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/// Color multiplied with the image
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#[uniform(0)]
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color: Vec4,
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/// Represents how much of the image is visible
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/// Goes from 0 to 1
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/// A `Vec4` is used here because Bevy with webgl2 requires that uniforms are 16-byte aligned but only the first component is read.
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#[uniform(1)]
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slider: Vec4,
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/// Image used to represent the slider
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#[texture(2)]
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#[sampler(3)]
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color_texture: Handle<Image>,
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/// Color of the image's border
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#[uniform(4)]
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border_color: Vec4,
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}
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impl UiMaterial for CustomUiMaterial {
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fn fragment_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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}
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// Fills the slider slowly over 2 seconds and resets it
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// Also updates the color of the image to a rainbow color
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fn animate(
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mut materials: ResMut<Assets<CustomUiMaterial>>,
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q: Query<&MaterialNode<CustomUiMaterial>>,
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time: Res<Time>,
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) {
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let duration = 2.0;
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for handle in &q {
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if let Some(mut material) = materials.get_mut(handle) {
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// rainbow color effect
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let new_color = Color::hsl((time.elapsed_secs() * 60.0) % 360.0, 1., 0.5);
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let border_color = Color::hsl((time.elapsed_secs() * 60.0) % 360.0, 0.75, 0.75);
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material.color = new_color.to_linear().to_vec4();
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material.slider.x =
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((time.elapsed_secs() % (duration * 2.0)) - duration).abs() / duration;
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material.border_color = border_color.to_linear().to_vec4();
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}
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}
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}
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