From 4348c2a9c5beb83ed8610e7fd2a7393a7ae1eec0 Mon Sep 17 00:00:00 2001 From: Silas Bartha Date: Sat, 30 Nov 2024 03:01:27 -0500 Subject: Sat Nov 30 03:01:27 AM EST 2024 --- src/lib.rs | 25 ++++++++++++++++++++++++- 1 file changed, 24 insertions(+), 1 deletion(-) (limited to 'src/lib.rs') 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::::default()).add_systems(Update, update_shader_blacklight_data); + app.add_plugins(MaterialPlugin::::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, + /// Base color texture which is revealed by blacklight exposure. #[texture(1)] #[sampler(2)] pub base_texture: Option>, + /// Alpha mode for this material. pub alpha_mode: AlphaMode, } -- cgit v1.2.3