pub fn build_animated_material(
shader_variant_manifest: &ShaderVariantManifest,
texture_handles_map: &HashMap<String, Handle<Image>>,
) -> Result<AnimatedMaterial, String>
Examples found in repository?
examples/preview.rs (lines 313-316)
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fn update_loading_shader_variant_manifest(
mut asset_loading_resource: ResMut<AssetLoadingResource>,
mut animated_materials: ResMut<Assets<AnimatedMaterial>>,
shader_variant_manifest_resource: Res<Assets<ShaderVariantManifest>>,
asset_server: ResMut<AssetServer>,
mut next_state: ResMut<NextState<LoadingState>>,
) {
//once the shader variant loads, we can start loading our magic fx
for (file_path, shader_manifest_handle) in asset_loading_resource.shader_variants_map.clone().iter() {
let shader_variant_manifest: &ShaderVariantManifest = shader_variant_manifest_resource
.get( shader_manifest_handle.id())
.unwrap();
//finish loading and building the shader variant and add it to the map
let texture_handles_map = &asset_loading_resource.texture_handles_map;
let file_path_clone = file_path.clone();
let shadvar_name = AssetPath::parse(file_path_clone.as_str()).path().file_stem().unwrap().to_str().unwrap().to_string() ;
let shader_material_handle = animated_materials.add( build_animated_material(
shader_variant_manifest,
&texture_handles_map
).expect(format!("Could not load {:?}", &shadvar_name).as_str())
);
println!("adding shadvar_name {:?}",&shadvar_name);
asset_loading_resource.animated_material_map.insert(
shadvar_name ,
shader_material_handle );
//
if asset_loading_resource.animated_material_map.len()
>= asset_loading_resource.shader_variants_map.len() {
info!("shaders load ");
next_state.set(LoadingState::ShadersLoad);
}
/* if asset_loading_resource.animated_material_map.clone().into_values().len() >= 1 {
asset_handles_resource.magic_fx_variant_manifest_handle =
asset_server.load("magic_fx_variants/waterfall.magicfx.ron");
}*/
//now that our shadvar materials are built and loaded, we load the magic fx
}
}