1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
|
#![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}, storage::ShaderStorageBuffer},
};
/// 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);
}
}
/// Marker component for spot lights to use them as blacklights for [`BlacklightMaterial`].
#[derive(Component, Debug)]
#[require(SpotLight)]
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: Handle<ShaderStorageBuffer>,
/// Base color texture which is revealed by blacklight exposure.
#[texture(1)]
#[sampler(2)]
pub base_texture: Option<Handle<Image>>,
/// Base color of material, multiplies with texture.
#[uniform(3)]
pub base_color: LinearRgba,
/// Alpha mode for this material.
pub alpha_mode: AlphaMode,
}
impl BlacklightMaterial {
/// Construct a new instance of this material
pub fn new(asset_server: &AssetServer, base_texture: Option<Handle<Image>>, base_color: impl Into<LinearRgba>) -> Self {
Self {
lights: asset_server.add(ShaderStorageBuffer::default()),
base_texture,
base_color: base_color.into(),
alpha_mode: AlphaMode::Blend,
}
}
}
impl Material for BlacklightMaterial {
fn fragment_shader() -> bevy::render::render_resource::ShaderRef {
"embedded://bevy_blacklight_material/../assets/shaders/blacklight_material.wgsl".into()
}
fn alpha_mode(&self) -> AlphaMode {
self.alpha_mode
}
}
fn update_shader_blacklight_data(
blacklight_query: Query<(&ViewVisibility, &GlobalTransform, &SpotLight), With<Blacklight>>,
blacklight_material_query: Query<&MeshMaterial3d<BlacklightMaterial>>,
mut blacklight_materials: ResMut<Assets<BlacklightMaterial>>,
mut blacklight_storage_buffers: ResMut<Assets<ShaderStorageBuffer>>,
) {
let light_data = blacklight_query
.iter()
.filter(|(visibility, _, _)| visibility.get())
.map(|(_, global_transform, light)| BlacklightData {
position: global_transform.translation(),
direction: *global_transform.forward(),
range: light.range,
inner_angle: light.inner_angle,
outer_angle: light.outer_angle,
})
.collect::<Vec<_>>();
for blacklight_material in blacklight_material_query.iter() {
let material = blacklight_materials.get_mut(&blacklight_material.0).unwrap();
let storage_buffer = blacklight_storage_buffers.get_mut(&material.lights).unwrap();
storage_buffer.set_data(light_data.clone());
}
}
|