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authorLibravatar Silas Bartha <[email protected]>2024-11-30 03:01:27 -0500
committerLibravatar Silas Bartha <[email protected]>2024-11-30 03:01:27 -0500
commit4348c2a9c5beb83ed8610e7fd2a7393a7ae1eec0 (patch)
treeffafe3e5919e5b3e514f13ae2a102c05234ce767 /src
parent5dfd34d5b0676d329e6116f810e287b42ab641b4 (diff)
Sat Nov 30 03:01:27 AM EST 2024
Diffstat (limited to 'src')
-rw-r--r--src/lib.rs25
1 files changed, 24 insertions, 1 deletions
diff --git a/src/lib.rs b/src/lib.rs
index 282c9b0..2ff9974 100644
--- a/src/lib.rs
+++ b/src/lib.rs
@@ -1,37 +1,60 @@
+#![warn(missing_docs)]
+
+//! A plugin for the bevy engine providing a simple [`BlacklightMaterial`], which reveals a base
+//! color based on light data from spot lights tagged with a [`Blacklight`] component.
+//!
+//! Possible future features:
+//! - [`StandardMaterial`] extension for a "blacklight mapped" material.
+//! - Point light support.
+
use bevy::{
asset::embedded_asset,
prelude::*,
render::render_resource::{AsBindGroup, ShaderType},
};
+/// Plugin which enables and updates blacklight shaders.
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);
+ app.add_plugins(MaterialPlugin::<BlacklightMaterial>::default())
+ .add_systems(Update, update_shader_blacklight_data);
}
}
+/// Marker component for spot lights to use them as blacklights for [`BlacklightMaterial`].
#[derive(Component, Debug)]
pub struct Blacklight;
+/// Shader data representing a single blacklight point light.
#[derive(Clone, Debug, ShaderType)]
pub struct BlacklightData {
+ /// World-space position of this light.
pub position: Vec3,
+ /// World-space direction of this light (must be normalized).
pub direction: Vec3,
+ /// Range of this light (see [`SpotLight`]).
pub range: f32,
+ /// Inner angle of this light (see [`SpotLight`]).
pub inner_angle: f32,
+ /// Outer angle of this light (see [`SpotLight`]).
pub outer_angle: f32,
}
+/// Material which is invisible until exposed to light from a spot light tagged with the
+/// [`Blacklight`] component.
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
pub struct BlacklightMaterial {
+ /// List of light data processed by this shader
#[storage(0, read_only)]
pub lights: Vec<BlacklightData>,
+ /// Base color texture which is revealed by blacklight exposure.
#[texture(1)]
#[sampler(2)]
pub base_texture: Option<Handle<Image>>,
+ /// Alpha mode for this material.
pub alpha_mode: AlphaMode,
}