shader_material_2d_bindless/
shader_material_2d_bindless.rs1use bevy::{
4 prelude::*,
5 reflect::TypePath,
6 render::render_resource::{AsBindGroup, ShaderType},
7 shader::ShaderRef,
8 sprite_render::{AlphaMode2d, Material2d, Material2dPlugin},
9};
10
11const SHADER_ASSET_PATH: &str = "shaders/custom_material_2d_bindless.wesl";
13
14fn main() {
15 App::new()
16 .add_plugins((
17 DefaultPlugins,
18 Material2dPlugin::<BindlessMaterial>::default(),
19 ))
20 .add_systems(Startup, setup)
21 .run();
22}
23
24fn setup(
26 mut commands: Commands,
27 mut meshes: ResMut<Assets<Mesh>>,
28 mut materials: ResMut<Assets<BindlessMaterial>>,
29 asset_server: Res<AssetServer>,
30) {
31 commands.spawn(Camera2d);
33
34 let dark_icon = asset_server.load("branding/bevy_logo_dark.png");
36 let light_icon = asset_server.load("branding/bevy_logo_light.png");
37 let mesh = meshes.add(Rectangle::default());
38
39 for (offset, color, image) in [
41 (vec2(-1.0, -1.0), LinearRgba::RED, dark_icon.clone()),
42 (
43 vec2(1.0, -1.0),
44 LinearRgba::new(1.0, 1.0, 0.0, 1.0),
45 light_icon.clone(),
46 ),
47 (vec2(-1.0, 1.0), LinearRgba::GREEN, dark_icon.clone()),
48 (vec2(1.0, 1.0), LinearRgba::BLUE, light_icon.clone()),
49 ] {
50 commands.spawn((
51 Mesh2d(mesh.clone()),
52 MeshMaterial2d(materials.add(BindlessMaterial {
53 color,
54 color_texture: Some(image),
55 })),
56 Transform::default()
57 .with_scale(vec3(128.0, 32.0, 1.0))
58 .with_translation((offset * 128.0).extend(0.0)),
59 ));
60 }
61}
62
63#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
65#[uniform(0, BindlessMaterialUniform, binding_array(10))]
66#[bindless]
67struct BindlessMaterial {
68 color: LinearRgba,
69 #[texture(1)]
70 #[sampler(2)]
71 color_texture: Option<Handle<Image>>,
72}
73
74#[derive(ShaderType)]
76struct BindlessMaterialUniform {
77 color: LinearRgba,
78}
79
80impl<'a> From<&'a BindlessMaterial> for BindlessMaterialUniform {
83 fn from(material: &'a BindlessMaterial) -> Self {
84 BindlessMaterialUniform {
85 color: material.color,
86 }
87 }
88}
89
90impl Material2d for BindlessMaterial {
96 fn fragment_shader() -> ShaderRef {
97 SHADER_ASSET_PATH.into()
98 }
99
100 fn alpha_mode(&self) -> AlphaMode2d {
101 AlphaMode2d::Mask(0.5)
102 }
103}