Compare commits
4 Commits
main
...
feature/ne
| Author | SHA1 | Date | |
|---|---|---|---|
| db5946a7de | |||
| f509833262 | |||
| db19b9c416 | |||
| 25896a5a92 |
2025
Cargo.lock
generated
2025
Cargo.lock
generated
File diff suppressed because it is too large
Load Diff
@ -4,5 +4,11 @@ version = "0.1.0"
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edition = "2024"
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edition = "2024"
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[dependencies]
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[dependencies]
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aeronet = "0.19.0"
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aeronet_replicon = { version = "0.19.0", features = ["client", "server"] }
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avian2d = "0.5.0"
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avian2d = "0.5.0"
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bevy = "0.18.0"
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bevy = { version = "0.18.1", features = ["debug"] }
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bevy-inspector-egui = "0.36.0"
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bevy_replicon = "0.38.2"
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component = "0.1.1"
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rust-analyzer = "0.0.1"
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BIN
assets/FiraSans-Bold.ttf
Normal file
BIN
assets/FiraSans-Bold.ttf
Normal file
Binary file not shown.
1
assets/logo.png
Symbolic link
1
assets/logo.png
Symbolic link
@ -0,0 +1 @@
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/home/mitchell/Pictures/time_travel_logo.png
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61
assets/shaders/bezier.wgsl
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61
assets/shaders/bezier.wgsl
Normal file
@ -0,0 +1,61 @@
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struct Material {
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p0: vec2<f32>,
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c0: vec2<f32>,
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c1: vec2<f32>,
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p1: vec2<f32>,
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width: f32,
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color: vec4<f32>,
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};
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@group(2) @binding(0)
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var<uniform> mat: Material;
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fn bezier(p0: vec2<f32>, c0: vec2<f32>, c1: vec2<f32>, p1: vec2<f32>, t: f32) -> vec2<f32> {
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let u = 1.0 - t;
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return
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u*u*u*p0 +
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3.0*u*u*t*c0 +
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3.0*u*t*t*c1 +
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t*t*t*p1;
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}
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fn distance_to_bezier(p: vec2<f32>) -> f32 {
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var min_d = 1e9;
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let steps = 32;
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var prev = mat.p0;
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for (var i = 1; i <= steps; i++) {
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let t = f32(i) / f32(steps);
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let cur = bezier(mat.p0, mat.c0, mat.c1, mat.p1, t);
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// distance to segment
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let v = cur - prev;
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let w = p - prev;
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let t_seg = clamp(dot(w, v) / dot(v, v), 0.0, 1.0);
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let proj = prev + t_seg * v;
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min_d = min(min_d, distance(p, proj));
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prev = cur;
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}
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return min_d;
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}
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@fragment
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fn fragment(
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@location(0) world_pos: vec3<f32>,
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) -> @location(0) vec4<f32> {
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let d = distance_to_bezier(world_pos.xy);
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let half_w = mat.width * 0.5;
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let aa = fwidth(d);
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let alpha = smoothstep(half_w + aa, half_w - aa, d);
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if (alpha <= 0.001) {
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discard;
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}
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return vec4(mat.color.rgb, mat.color.a * alpha);
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}
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29
assets/shaders/flow.wgsl
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29
assets/shaders/flow.wgsl
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@ -0,0 +1,29 @@
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struct Material {
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color_a: vec4<f32>,
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color_b: vec4<f32>,
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border_color: vec4<f32>,
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time: f32,
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speed: f32,
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border_size: f32,
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};
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@group(2) @binding(0)
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var<uniform> mat: Material;
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@fragment
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fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
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let uv = in.uv;
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// animate
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let x = uv.x + params.time * params.speed;
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let g = fract(x);
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let fill = mix(params.color_a, params.color_b, g);
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// borders
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let top = step(uv.y, params.border_size);
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let bottom = step(1.0 - params.border_size, uv.y);
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let border_mask = max(top, bottom);
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return mix(fill, params.border_color, border_mask);
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}
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188
assets/shaders/track.wgsl
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188
assets/shaders/track.wgsl
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@ -0,0 +1,188 @@
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const PI: f32 = 3.14159265358979323846264338327950288;
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struct Uniforms {
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/// The size of the canvas
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size: vec2<f32>,
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/// The length of the first horizontal segment
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len_start: f32,
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/// The length of the last horizontal segment
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len_end: f32,
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/// The inner half thickness
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thickness: f32,
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/// The thickness of the border (added to the inner thickness for total thickness)
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border: f32,
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/// Current time
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time: f32,
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/// The period of the pulse effect (in seconds)
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pulse_period: f32,
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/// The speed at which the pulse travels along the path (in units per second)
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pulse_speed: f32,
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/// The width of the pulse effect (in units)
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pulse_width: f32,
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/// The color of the border
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border_color: vec4<f32>,
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/// The color of the base of the track
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color_base: vec4<f32>,
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/// The color of the pulsing
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color_accent: vec4<f32>,
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};
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@group(#{MATERIAL_BIND_GROUP}) @binding(0)
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var<uniform> U: Uniforms;
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// Distance to segment
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fn sdSegment(p: vec2<f32>, a: vec2<f32>, b: vec2<f32>) -> f32 {
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let pa = p - a;
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let ba = b - a;
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let h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
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return length(pa - ba * h);
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}
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fn sdArc(
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p: vec2<f32>,
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c: vec2<f32>,
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r: f32,
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a0: f32,
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a1: f32
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) -> f32 {
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let d = p - c;
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var ang = atan2(d.y, d.x);
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var s = a0;
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var e = a1;
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if (e < s) { e += 2.0 * PI; }
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if (ang < s) { ang += 2.0 * PI; }
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let on_arc = (ang >= s) && (ang <= e);
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let circle = abs(length(d) - r);
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let p0 = c + r * vec2<f32>(cos(s), sin(s));
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let p1 = c + r * vec2<f32>(cos(e), sin(e));
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let ends = min(length(p - p0), length(p - p1));
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return select(ends, circle, on_arc);
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}
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// Compute SDF and normalized distance along path
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fn trackSDF(p: vec2<f32>) -> vec2<f32> {
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let top_offset = U.thickness + U.border;
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let bottom_offset = U.size.y - top_offset;
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let midline = U.size.y / 2.0;
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let drop = midline - top_offset;
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let radius = drop / 2.0;
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// Construct points
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let p0 = vec2<f32>(U.size.x - U.len_start, top_offset);
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let p1 = vec2<f32>(U.size.x - radius, top_offset);
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let arc0_center = vec2<f32>(p1.x, drop / 2.0 + top_offset);
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let p2 = vec2<f32>(p1.x, midline);
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let p3 = vec2<f32>(radius, midline);
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let arc1_center = vec2<f32>(p3.x, drop / 2.0 + midline);
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let p4 = vec2<f32>(radius, bottom_offset);
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let p5 = vec2<f32>(U.len_end, bottom_offset);
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// Total length
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let L0 = length(p1 - p0);
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let L1 = PI * length(p2 - p1);
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let L2 = length(p3 - p2);
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let L3 = PI * length(p4 - p3);
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let L4 = length(p5 - p4);
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let total = L0 + L1 + L2 + L3 + L4;
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var best_d = 1e9;
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var best_t = 0.0;
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// Helper macro-like inline pattern
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// segment i with accumulated offset
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var accum = 0.0;
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// p0->p1
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{
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let d = sdSegment(p, p0, p1);
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let ba = p1 - p0;
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let h = clamp(dot(p - p0, ba) / dot(ba, ba), 0.0, 1.0);
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let t = (accum + h * L0) / total;
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if (d < best_d) { best_d = d; best_t = t; }
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accum = accum + L0;
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}
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// ARC p1->p2
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{
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let d = sdArc(p, arc0_center, radius, PI * 3.0 / 2.0, PI / 2.0);
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let ba = p2 - p1;
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let h = clamp(dot(p - p1, ba) / dot(ba, ba), 0.0, 1.0);
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let t = (accum + h * L1) / total;
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if (d < best_d) { best_d = d; best_t = t; }
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accum = accum + L1;
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}
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// p2->p3 (full width)
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{
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let d = sdSegment(p, p2, p3);
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let ba = p3 - p2;
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let h = clamp(dot(p - p2, ba) / dot(ba, ba), 0.0, 1.0);
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let t = (accum + h * L2) / total;
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if (d < best_d) { best_d = d; best_t = t; }
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accum = accum + L2;
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}
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// ARC p3->p4
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{
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let d = sdArc(p, arc1_center, radius, PI / 2.0, PI * 3.0 / 2.0);
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let ba = p4 - p3;
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let h = clamp(dot(p - p3, ba) / dot(ba, ba), 0.0, 1.0);
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let t = (accum + h * L3) / total;
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if (d < best_d) { best_d = d; best_t = t; }
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accum = accum + L3;
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}
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// p4->p5
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{
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let d = sdSegment(p, p4, p5);
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let ba = p5 - p4;
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let h = clamp(dot(p - p4, ba) / dot(ba, ba), 0.0, 1.0);
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let t = (accum + h * L4) / total;
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if (d < best_d) { best_d = d; best_t = t; }
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}
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return vec2<f32>(best_d, best_t);
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}
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@fragment
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fn fs_main(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {
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let p = frag_coord.xy;
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let res = trackSDF(p);
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let d = res.x;
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let t = res.y;
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// bounces back and forth between 0.0 and 1.0
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let t_wrap = abs(((t + U.time) % 2.0) - 1.0);
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// bounces back and forth between 0.0 and U.pulse_period
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let t_wrap_pulse = abs(((t - U.pulse_speed * U.time) % (U.pulse_period * 2.0)) - U.pulse_period);
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let inner = U.thickness;
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let outer = U.thickness + U.border;
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let aa = 1.0;
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let inner_a = smoothstep(inner + aa, inner - aa, d);
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let outer_a = smoothstep(outer + aa, outer - aa, d);
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let border_mask = clamp(outer_a - inner_a, 0.0, 1.0);
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// let color_mix = smoothstep(-0.1, 0.0, -abs(t - t_wrap_pulse));
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let color_mix = smoothstep(-U.pulse_width, 0.0, -abs(t - t_wrap));
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let inner_color = mix(U.color_base, U.color_accent, color_mix);
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// let inner_color = mix(U.color_base, U.color_accent, d);
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let color = inner_color * inner_a + U.border_color * border_mask;
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let alpha = max(inner_a, outer_a);
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return vec4<f32>(color.rgb, alpha);
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// return vec4<f32>(d / 3000.0, t / 3000.0, 0.0, 1.0);
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// return vec4<f32>(1.0, 0.0, 0.0, 1.0);
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}
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29
assets/shaders/uv.wgsl
Normal file
29
assets/shaders/uv.wgsl
Normal file
@ -0,0 +1,29 @@
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struct Uniforms {
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resolution: vec2<f32>, // viewport size (pixels)
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origin: vec2<f32>, // start point (pixels)
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len0: f32, // first horizontal segment (to the right)
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len2: f32, // last horizontal segment (to the right)
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drop: f32, // vertical drop between segments
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thickness: f32, // inner half-width
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border: f32, // border thickness
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border_color: vec4<f32>,
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color_start: vec4<f32>,
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color_end: vec4<f32>,
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};
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@group(0) @binding(0)
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var<uniform> U: Uniforms;
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struct VertexOutput {
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@builtin(position) position : vec4<f32>,
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@location(0) uv : vec2<f32>,
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};
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@fragment
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fn fragment(mesh: VertexOutput) -> @location(0) vec4<f32> {
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let u = clamp(mesh.uv.x, 0.0, 1.0);
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return vec4<f32>(mesh.position.x / 1000.0, mesh.position.y / 1000.0, 0.0, 1.0);
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}
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160
src/main.rs
160
src/main.rs
@ -1,12 +1,28 @@
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use crate::avian::{CharacterControllerBundle, CharacterControllerPlugin};
|
use crate::{
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avian::{CharacterControllerBundle, CharacterControllerPlugin},
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shaders::BezierMaterial,
|
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|
};
|
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use avian2d::{
|
use avian2d::{
|
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PhysicsPlugins,
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PhysicsPlugins,
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math::Vector,
|
math::Vector,
|
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prelude::{Collider, Gravity, RigidBody},
|
prelude::{Collider, Gravity, RigidBody},
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};
|
};
|
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use bevy::{camera::ScalingMode, color::palettes::css::GREEN, prelude::*};
|
use bevy::{
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camera::ScalingMode,
|
||||||
|
color::palettes::css::{GREEN, RED, WHITE},
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||||||
|
input_focus::InputFocus,
|
||||||
|
prelude::*,
|
||||||
|
sprite_render::Material2dPlugin,
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||||||
|
};
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||||||
|
use crate::shaders::track::{TrackMaterial, setup_track, update_track_time};
|
||||||
|
use bevy_inspector_egui::{bevy_egui::EguiPlugin, quick::WorldInspectorPlugin};
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||||||
|
|
||||||
pub mod avian;
|
pub mod avian;
|
||||||
|
pub mod shaders;
|
||||||
|
|
||||||
|
const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
|
||||||
|
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
|
||||||
|
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
|
||||||
|
|
||||||
fn main() {
|
fn main() {
|
||||||
App::new()
|
App::new()
|
||||||
@ -15,14 +31,67 @@ fn main() {
|
|||||||
// Add physics plugins and specify a units-per-meter scaling factor, 1 meter = 20 pixels.
|
// Add physics plugins and specify a units-per-meter scaling factor, 1 meter = 20 pixels.
|
||||||
// The unit allows the engine to tune its parameters for the scale of the world, improving stability.
|
// The unit allows the engine to tune its parameters for the scale of the world, improving stability.
|
||||||
PhysicsPlugins::default().with_length_unit(20.0),
|
PhysicsPlugins::default().with_length_unit(20.0),
|
||||||
|
Material2dPlugin::<BezierMaterial>::default(),
|
||||||
|
Material2dPlugin::<TrackMaterial>::default(),
|
||||||
CharacterControllerPlugin,
|
CharacterControllerPlugin,
|
||||||
))
|
))
|
||||||
.add_systems(Startup, setup)
|
.add_plugins(EguiPlugin::default())
|
||||||
.add_systems(Update, debug_border)
|
.add_plugins(WorldInspectorPlugin::new())
|
||||||
|
.init_resource::<InputFocus>()
|
||||||
|
// .add_systems(Startup, (setup, setup_ui))
|
||||||
|
.add_systems(Startup, (setup, setup_ui, setup_track))
|
||||||
|
.add_systems(Update, (debug_border, do_menu_interactions, move_bezier, update_track_time))
|
||||||
.insert_resource(Gravity(Vector::ZERO))
|
.insert_resource(Gravity(Vector::ZERO))
|
||||||
.run();
|
.run();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
fn do_menu_interactions(
|
||||||
|
mut input_focus: ResMut<InputFocus>,
|
||||||
|
mut interaction_query: Query<
|
||||||
|
(
|
||||||
|
Entity,
|
||||||
|
&Interaction,
|
||||||
|
&mut BackgroundColor,
|
||||||
|
&mut BorderColor,
|
||||||
|
&mut Button,
|
||||||
|
&Children,
|
||||||
|
),
|
||||||
|
Changed<Interaction>,
|
||||||
|
>,
|
||||||
|
mut text_query: Query<&mut Text>,
|
||||||
|
) {
|
||||||
|
for (entity, interaction, mut color, mut border_color, mut button, children) in
|
||||||
|
&mut interaction_query
|
||||||
|
{
|
||||||
|
let mut text = text_query.get_mut(children[0]).unwrap();
|
||||||
|
|
||||||
|
match *interaction {
|
||||||
|
Interaction::Pressed => {
|
||||||
|
input_focus.set(entity);
|
||||||
|
**text = "Press".to_string();
|
||||||
|
*color = PRESSED_BUTTON.into();
|
||||||
|
*border_color = BorderColor::all(RED);
|
||||||
|
|
||||||
|
// The accessibility system's only update the button's state when the `Button` component is marked as changed.
|
||||||
|
button.set_changed();
|
||||||
|
}
|
||||||
|
Interaction::Hovered => {
|
||||||
|
input_focus.set(entity);
|
||||||
|
**text = "Hover".to_string();
|
||||||
|
*color = HOVERED_BUTTON.into();
|
||||||
|
*border_color = BorderColor::all(Color::WHITE);
|
||||||
|
button.set_changed();
|
||||||
|
}
|
||||||
|
Interaction::None => {
|
||||||
|
input_focus.clear();
|
||||||
|
**text = "Button".to_string();
|
||||||
|
*color = NORMAL_BUTTON.into();
|
||||||
|
*border_color = BorderColor::all(Color::BLACK);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||||
let mut projection = OrthographicProjection::default_2d();
|
let mut projection = OrthographicProjection::default_2d();
|
||||||
projection.scaling_mode = ScalingMode::AutoMin {
|
projection.scaling_mode = ScalingMode::AutoMin {
|
||||||
@ -51,6 +120,89 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||||||
));
|
));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
fn setup_ui(
|
||||||
|
mut commands: Commands,
|
||||||
|
asset_server: Res<AssetServer>,
|
||||||
|
mut meshes: ResMut<Assets<Mesh>>,
|
||||||
|
mut materials: ResMut<Assets<BezierMaterial>>,
|
||||||
|
) {
|
||||||
|
commands.spawn((
|
||||||
|
Node {
|
||||||
|
width: percent(100),
|
||||||
|
height: percent(100),
|
||||||
|
align_items: AlignItems::Center,
|
||||||
|
justify_content: JustifyContent::Center,
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
children![(
|
||||||
|
Button,
|
||||||
|
Node {
|
||||||
|
width: px(150),
|
||||||
|
height: px(65),
|
||||||
|
border: UiRect::all(px(5)),
|
||||||
|
// horizontally center child text
|
||||||
|
justify_content: JustifyContent::Center,
|
||||||
|
// vertically center child text
|
||||||
|
align_items: AlignItems::Center,
|
||||||
|
border_radius: BorderRadius::MAX,
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
BorderColor::all(Color::WHITE),
|
||||||
|
BackgroundColor(Color::BLACK),
|
||||||
|
children![(
|
||||||
|
Text::new("Button"),
|
||||||
|
TextFont {
|
||||||
|
font: asset_server.load("FiraSans-Bold.ttf"),
|
||||||
|
font_size: 33.0,
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
TextColor(Color::srgb(0.9, 0.9, 0.9)),
|
||||||
|
TextShadow::default(),
|
||||||
|
)]
|
||||||
|
)],
|
||||||
|
));
|
||||||
|
|
||||||
|
// Curve points (world-space)
|
||||||
|
let p0 = Vec2::new(-200.0, -100.0);
|
||||||
|
let p1 = Vec2::new(200.0, 100.0);
|
||||||
|
let c0 = p0 + Vec2::new(150.0, 0.0);
|
||||||
|
let c1 = p1 + Vec2::new(-150.0, 0.0);
|
||||||
|
|
||||||
|
// Bounding quad (must contain entire curve + width)
|
||||||
|
let center = (p0 + p1) * 0.5;
|
||||||
|
let size = Vec2::new(500.0, 300.0);
|
||||||
|
|
||||||
|
commands.spawn((
|
||||||
|
Mesh2d(meshes.add(Rectangle::new(size.x, size.y))),
|
||||||
|
MeshMaterial2d(materials.add(BezierMaterial {
|
||||||
|
p0,
|
||||||
|
c0,
|
||||||
|
c1,
|
||||||
|
p1,
|
||||||
|
width: 12.0,
|
||||||
|
color: WHITE.into(),
|
||||||
|
})),
|
||||||
|
Transform::from_translation(center.extend(0.0)),
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|
||||||
|
fn move_bezier(mut materials: ResMut<Assets<BezierMaterial>>, windows: Query<&Window>) {
|
||||||
|
let Ok(window) = windows.single() else {
|
||||||
|
return;
|
||||||
|
};
|
||||||
|
let Some(mouse_pos) = window.cursor_position() else {
|
||||||
|
return;
|
||||||
|
};
|
||||||
|
|
||||||
|
for (_, mat) in materials.iter_mut() {
|
||||||
|
mat.p0 = mouse_pos;
|
||||||
|
}
|
||||||
|
|
||||||
|
// pos: Vec2, in logical pixels
|
||||||
|
// (0, 0) is bottom-left of the window
|
||||||
|
// println!("Mouse window position: {:?}", mouse_pos);
|
||||||
|
}
|
||||||
|
|
||||||
fn debug_border(mut gizmos: Gizmos) {
|
fn debug_border(mut gizmos: Gizmos) {
|
||||||
gizmos.rect_2d(Isometry2d::IDENTITY, Vec2::new(1920., 1080.), GREEN);
|
gizmos.rect_2d(Isometry2d::IDENTITY, Vec2::new(1920., 1080.), GREEN);
|
||||||
}
|
}
|
||||||
|
|||||||
0
src/menu.rs
Normal file
0
src/menu.rs
Normal file
66
src/shaders/mod.rs
Normal file
66
src/shaders/mod.rs
Normal file
@ -0,0 +1,66 @@
|
|||||||
|
use bevy::prelude::*;
|
||||||
|
use bevy::render::render_resource::*;
|
||||||
|
use bevy::shader::ShaderRef;
|
||||||
|
use bevy::sprite_render::{AlphaMode2d, Material2d};
|
||||||
|
|
||||||
|
pub mod track;
|
||||||
|
|
||||||
|
// This is the struct that will be passed to your shader
|
||||||
|
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
|
||||||
|
pub struct BezierMaterial {
|
||||||
|
#[uniform(0)]
|
||||||
|
pub p0: Vec2,
|
||||||
|
#[uniform(0)]
|
||||||
|
pub c0: Vec2,
|
||||||
|
#[uniform(0)]
|
||||||
|
pub c1: Vec2,
|
||||||
|
#[uniform(0)]
|
||||||
|
pub p1: Vec2,
|
||||||
|
#[uniform(0)]
|
||||||
|
pub width: f32,
|
||||||
|
#[uniform(0)]
|
||||||
|
pub color: LinearRgba,
|
||||||
|
}
|
||||||
|
|
||||||
|
/// The Material2d trait is very configurable, but comes with sensible defaults for all methods.
|
||||||
|
/// You only need to implement functions for features that need non-default behavior. See the Material2d api docs for details!
|
||||||
|
impl Material2d for BezierMaterial {
|
||||||
|
fn fragment_shader() -> ShaderRef {
|
||||||
|
"shaders/bezier.wgsl".into()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn alpha_mode(&self) -> AlphaMode2d {
|
||||||
|
AlphaMode2d::Blend
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// This is the struct that will be passed to your shader
|
||||||
|
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
|
||||||
|
pub struct FlowMaterial {
|
||||||
|
#[uniform(0)]
|
||||||
|
pub color_a: LinearRgba,
|
||||||
|
#[uniform(0)]
|
||||||
|
pub color_b: LinearRgba,
|
||||||
|
#[uniform(0)]
|
||||||
|
pub border_color: LinearRgba,
|
||||||
|
|
||||||
|
#[uniform(0)]
|
||||||
|
pub time: f32,
|
||||||
|
#[uniform(0)]
|
||||||
|
pub speed: f32,
|
||||||
|
#[uniform(0)]
|
||||||
|
pub border_size: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
/// The Material2d trait is very configurable, but comes with sensible defaults for all methods.
|
||||||
|
/// You only need to implement functions for features that need non-default behavior. See the Material2d api docs for details!
|
||||||
|
impl Material2d for FlowMaterial {
|
||||||
|
fn fragment_shader() -> ShaderRef {
|
||||||
|
"shaders/flow.wgsl".into()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn alpha_mode(&self) -> AlphaMode2d {
|
||||||
|
AlphaMode2d::Blend
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
113
src/shaders/track.rs
Normal file
113
src/shaders/track.rs
Normal file
@ -0,0 +1,113 @@
|
|||||||
|
use bevy::prelude::*;
|
||||||
|
use bevy::render::render_resource::*;
|
||||||
|
use bevy::shader::ShaderRef;
|
||||||
|
use bevy::sprite_render::{AlphaMode2d, Material2d};
|
||||||
|
|
||||||
|
/// The Uniform data passed to the track shader.
|
||||||
|
#[repr(C)]
|
||||||
|
#[derive(Clone, Copy, ShaderType)]
|
||||||
|
pub struct TrackUniform {
|
||||||
|
/// The size of the canvas
|
||||||
|
pub size: Vec2,
|
||||||
|
|
||||||
|
/// The length of the first horizontal segment
|
||||||
|
pub len_start: f32,
|
||||||
|
/// The length of the last horizontal segment
|
||||||
|
pub len_end: f32,
|
||||||
|
|
||||||
|
/// The inner half thickness
|
||||||
|
pub thickness: f32,
|
||||||
|
/// The thickness of the border (added to the inner thickness for total thickness)
|
||||||
|
pub border: f32,
|
||||||
|
|
||||||
|
/// Current time
|
||||||
|
pub time: f32,
|
||||||
|
/// The period of the pulse effect (in seconds)
|
||||||
|
pub pulse_period: f32,
|
||||||
|
/// The speed at which the pulse travels along the path (in units per second)
|
||||||
|
pub pulse_speed: f32,
|
||||||
|
/// The width of the pulse effect (in units)
|
||||||
|
pub pulse_width: f32,
|
||||||
|
|
||||||
|
/// The color of the border
|
||||||
|
pub border_color: LinearRgba,
|
||||||
|
/// The color of the base of the track
|
||||||
|
pub color_base: LinearRgba,
|
||||||
|
/// The color of the pulsing
|
||||||
|
pub color_accent: LinearRgba,
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(AsBindGroup, Asset, TypePath, Clone)]
|
||||||
|
pub struct TrackMaterial {
|
||||||
|
#[uniform(0)]
|
||||||
|
pub data: TrackUniform,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Material2d for TrackMaterial {
|
||||||
|
fn fragment_shader() -> ShaderRef {
|
||||||
|
"shaders/track.wgsl".into()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn alpha_mode(&self) -> AlphaMode2d {
|
||||||
|
AlphaMode2d::Blend
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn setup_track(
|
||||||
|
mut commands: Commands,
|
||||||
|
mut meshes: ResMut<Assets<Mesh>>,
|
||||||
|
mut materials: ResMut<Assets<TrackMaterial>>,
|
||||||
|
// windows: Query<&Window>,
|
||||||
|
) {
|
||||||
|
// let window = windows.single().unwrap();
|
||||||
|
|
||||||
|
let width = 1920.0 / 2.0;
|
||||||
|
let height = 1080.0 / 2.0;
|
||||||
|
// let width = 1920.0;
|
||||||
|
// let height = 1080.0;
|
||||||
|
|
||||||
|
let material = materials.add(TrackMaterial {
|
||||||
|
data: TrackUniform {
|
||||||
|
size: Vec2::new(width, height),
|
||||||
|
|
||||||
|
len_start: 400.0,
|
||||||
|
len_end: 300.0,
|
||||||
|
|
||||||
|
thickness: 8.0,
|
||||||
|
border: 2.0,
|
||||||
|
time: 0.0,
|
||||||
|
pulse_period: 2.0,
|
||||||
|
pulse_speed: 0.5,
|
||||||
|
pulse_width: 0.5,
|
||||||
|
|
||||||
|
border_color: LinearRgba::BLACK,
|
||||||
|
color_base: LinearRgba::rgb(0.0, 0.9, 1.0),
|
||||||
|
color_accent: LinearRgba::rgb(0.8, 0.0, 0.0),
|
||||||
|
},
|
||||||
|
});
|
||||||
|
|
||||||
|
// commands.spawn(Camera2d);
|
||||||
|
// println!("Window: {}, {}", window.width(), window.height());
|
||||||
|
|
||||||
|
commands.spawn((
|
||||||
|
Mesh2d(meshes.add(Rectangle::new(width * 2.0, height * 2.0))),
|
||||||
|
MeshMaterial2d(material),
|
||||||
|
Transform::from_translation(Vec3::new(
|
||||||
|
// window.width() * 0.5,
|
||||||
|
// window.height() * 0.5,
|
||||||
|
0.0,
|
||||||
|
0.0,
|
||||||
|
0.0,
|
||||||
|
)),
|
||||||
|
Name::new("Snake")
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn update_track_time(
|
||||||
|
time: Res<Time>,
|
||||||
|
mut materials: ResMut<Assets<TrackMaterial>>,
|
||||||
|
) {
|
||||||
|
for (_, mat) in materials.iter_mut() {
|
||||||
|
mat.data.time = time.elapsed_secs();
|
||||||
|
}
|
||||||
|
}
|
||||||
Loading…
Reference in New Issue
Block a user