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#![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);
}
}
/// 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>>,
/// Base color of material, multiplies with texture.
#[uniform(3)]
pub base_color: LinearRgba,
/// Alpha mode for this material.
pub alpha_mode: AlphaMode,
}
impl Default for BlacklightMaterial {
fn default() -> Self {
Self {
lights: vec![],
base_texture: None,
base_color: LinearRgba::WHITE,
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<&Handle<BlacklightMaterial>>,
mut blacklight_materials: ResMut<Assets<BlacklightMaterial>>,
) {
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 handle in blacklight_material_query.iter() {
let material = blacklight_materials.get_mut(handle).unwrap();
material.lights = light_data.clone();
}
}
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