use bevy::{
prelude::*,
reflect::TypePath,
render::{
mesh::MeshTag,
render_resource::{AsBindGroup, ShaderRef},
},
};
const SHADER_ASSET_PATH: &str = "shaders/automatic_instancing.wgsl";
fn main() {
App::new()
.add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn setup(
mut commands: Commands,
assets: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
) {
let image = assets.load("branding/icon.png");
let mesh_handle = meshes.add(Cuboid::from_size(Vec3::splat(0.01)));
let material_handle = materials.add(CustomMaterial {
image: image.clone(),
});
let image_dims = UVec2::new(256, 256);
let total_pixels = image_dims.x * image_dims.y;
for index in 0..total_pixels {
let x = index % image_dims.x;
let y = index / image_dims.x;
let world_x = (x as f32 - image_dims.x as f32 / 2.0) / 50.0;
let world_y = -((y as f32 - image_dims.y as f32 / 2.0) / 50.0);
commands.spawn((
Mesh3d(mesh_handle.clone()),
MeshMaterial3d(material_handle.clone()),
MeshTag(index),
Transform::from_xyz(world_x, world_y, 0.0),
));
}
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 0.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
fn update(time: Res<Time>, mut transforms: Query<(&mut Transform, &MeshTag)>) {
for (mut transform, index) in transforms.iter_mut() {
transform.translation.z = ops::sin(time.elapsed_secs() + index.0 as f32 * 0.01);
}
}
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
struct CustomMaterial {
#[texture(0)]
#[sampler(1)]
image: Handle<Image>,
}
impl Material for CustomMaterial {
fn vertex_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}