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-rw-r--r--src/lib.rs39
1 files changed, 31 insertions, 8 deletions
diff --git a/src/lib.rs b/src/lib.rs
index 65dfc80..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,
- pub color: Vec4,
+ /// Range of this light (see [`SpotLight`]).
pub range: f32,
- pub radius: 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,
}
@@ -56,19 +79,19 @@ impl Material for BlacklightMaterial {
}
fn update_shader_blacklight_data(
- blacklight_query: Query<(&ViewVisibility, &GlobalTransform, &Transform, &SpotLight), With<Blacklight>>,
+ blacklight_query: Query<(&ViewVisibility, &GlobalTransform, &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 {
+ .filter(|(visibility, _, _)| visibility.get())
+ .map(|(_, global_transform, light)| BlacklightData {
position: global_transform.translation(),
direction: *global_transform.forward(),
- color: light.color.to_srgba().to_vec4(),
range: light.range,
- radius: light.radius,
+ inner_angle: light.inner_angle,
+ outer_angle: light.outer_angle,
})
.collect::<Vec<_>>();
for handle in blacklight_material_query.iter() {