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-rw-r--r--assets/shaders/blacklight_material.wgsl27
-rw-r--r--src/lib.rs25
2 files changed, 45 insertions, 7 deletions
diff --git a/assets/shaders/blacklight_material.wgsl b/assets/shaders/blacklight_material.wgsl
index 93e6969..d024755 100644
--- a/assets/shaders/blacklight_material.wgsl
+++ b/assets/shaders/blacklight_material.wgsl
@@ -20,13 +20,16 @@ fn fragment(
var final_color = vec4f(0.0, 0.0, 0.0, 0.0);
for (var i = u32(0); i < arrayLength(&lights); i = i+1) {
let light = lights[i];
- let light_distance_squared = distance_squared(in.world_position.xyz, light.position);
+
let light_to_fragment_direction = normalize(in.world_position.xyz - light.position);
let light_to_fragment_angle = acos(dot(light.direction, light_to_fragment_direction));
- let angle_inner_factor = light.inner_angle/light.outer_angle;
- let angle_factor = falloff_radius(light_to_fragment_angle / light.outer_angle, angle_inner_factor);
- let distance_factor = falloff_radius(saturate(light_distance_squared / (light.range * light.range)), 0.5);
- final_color = saturate(final_color + base_color * (angle_factor * distance_factor));
+ let angle_inner_factor = light.inner_angle / light.outer_angle;
+ let angle_factor = linear_falloff_radius(light_to_fragment_angle / light.outer_angle, angle_inner_factor);
+
+ let light_distance_squared = distance_squared(in.world_position.xyz, light.position);
+ let distance_factor = inverse_falloff_radius(saturate(light_distance_squared / (light.range * light.range)), 0.5);
+
+ final_color = saturate(final_color + base_color * angle_factor * distance_factor);
}
return final_color;
}
@@ -36,10 +39,22 @@ fn distance_squared(a: vec3f, b: vec3f) -> f32 {
return dot(vec, vec);
}
-fn falloff_radius(factor: f32, radius: f32) -> f32 {
+fn linear_falloff_radius(factor: f32, radius: f32) -> f32 {
if factor < radius {
return 1.0;
} else {
return 1.0 - (factor - radius) / (1.0 - radius);
}
}
+
+fn inverse_falloff(factor: f32) -> f32 {
+ return pow(1.0 - factor, 2.0);
+}
+
+fn inverse_falloff_radius(factor: f32, radius: f32) -> f32 {
+ if factor < radius {
+ return 1.0;
+ } else {
+ return inverse_falloff((factor - radius) / (1.0 - radius));
+ }
+}
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,
}