use bevy::{
prelude::*, reflect::TypePath, render::render_resource::AsBindGroup, shader::ShaderRef,
};
use bevy_ecs_tilemap::prelude::*;
mod helpers;
#[derive(AsBindGroup, TypePath, Debug, Clone, Default, Asset)]
pub struct MyMaterial {
#[uniform(0)]
brightness: f32,
#[uniform(0)]
_padding: Vec3,
}
impl MaterialTilemap for MyMaterial {
fn fragment_shader() -> ShaderRef {
"custom_shader.wgsl".into()
}
}
fn startup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<MyMaterial>>,
) {
commands.spawn(Camera2d);
let my_material_handle = MaterialTilemapHandle::from(materials.add(MyMaterial {
brightness: 0.5,
..default()
}));
let texture_handle: Handle<Image> = asset_server.load("tiles.png");
let map_size = TilemapSize { x: 32, y: 32 };
let mut tile_storage = TileStorage::empty(map_size);
let tilemap_entity = commands.spawn_empty().id();
fill_tilemap(
TileTextureIndex(0),
map_size,
TilemapId(tilemap_entity),
&mut commands,
&mut tile_storage,
);
let tile_size = TilemapTileSize { x: 16.0, y: 16.0 };
let grid_size = tile_size.into();
let map_type = TilemapType::default();
commands
.entity(tilemap_entity)
.insert(MaterialTilemapBundle {
grid_size,
map_type,
size: map_size,
storage: tile_storage,
texture: TilemapTexture::Single(texture_handle.clone()),
tile_size,
anchor: TilemapAnchor::Center,
material: my_material_handle.clone(),
..Default::default()
});
let mut tile_storage = TileStorage::empty(map_size);
let tilemap_entity = commands.spawn_empty().id();
fill_tilemap(
TileTextureIndex(2),
map_size,
TilemapId(tilemap_entity),
&mut commands,
&mut tile_storage,
);
commands
.entity(tilemap_entity)
.insert(MaterialTilemapBundle {
grid_size,
map_type,
size: map_size,
storage: tile_storage,
texture: TilemapTexture::Single(texture_handle),
tile_size: TilemapTileSize { x: 16.0, y: 16.0 },
anchor: TilemapAnchor::Center,
transform: Transform::from_xyz(32.0, 32.0, 1.0),
material: my_material_handle,
..Default::default()
});
}
fn main() {
App::new()
.add_plugins(
DefaultPlugins
.set(WindowPlugin {
primary_window: Some(Window {
title: String::from("Custom Shader"),
..Default::default()
}),
..default()
})
.set(ImagePlugin::default_nearest()),
)
.add_plugins(TilemapPlugin)
.add_plugins(MaterialTilemapPlugin::<MyMaterial>::default())
.add_systems(Startup, startup)
.add_systems(Update, helpers::camera::movement)
.run();
}