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Refactor to make MaterialKey enum. #70
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -1,24 +1,68 @@ | ||
| use bevy::{prelude::*, render::alpha::AlphaMode}; | ||
| use std::ops::Deref; | ||
|
|
||
| /// A component that holds an untyped handle to a material. This allows the main render loop | ||
| /// to be agnostic of the specific material types being used, and allows for dynamic material | ||
| /// creation based on the `MaterialKey`. | ||
| #[derive(Component, Deref)] | ||
| pub struct UntypedMaterial(pub UntypedHandle); | ||
|
|
||
| /// Defines the current material for a batch, which can be used to determine when to flush the | ||
| /// current batch and start a new one. | ||
| #[derive(Clone, PartialEq, Eq, Hash, Debug)] | ||
| pub struct MaterialKey { | ||
| pub transparent: bool, | ||
| pub background_image: Option<Handle<Image>>, | ||
| pub enum MaterialKey { | ||
| Color { | ||
| transparent: bool, | ||
| background_image: Option<Handle<Image>>, | ||
| }, | ||
| Pbr {}, | ||
| Custom(Entity), | ||
| } | ||
|
|
||
| impl MaterialKey { | ||
| pub fn to_material(&self) -> StandardMaterial { | ||
| StandardMaterial { | ||
| base_color: Color::WHITE, | ||
| unlit: true, | ||
| cull_mode: None, | ||
| base_color_texture: self.background_image.clone(), | ||
| alpha_mode: if self.transparent { | ||
| AlphaMode::Blend | ||
| } else { | ||
| AlphaMode::Opaque | ||
| }, | ||
| ..default() | ||
| pub fn to_material( | ||
| &self, | ||
| standard_materials: &mut ResMut<Assets<StandardMaterial>>, | ||
| ) -> UntypedHandle { | ||
| match self { | ||
| MaterialKey::Color { | ||
| background_image, | ||
| transparent, | ||
| } => { | ||
| let mat = StandardMaterial { | ||
| base_color: Color::WHITE, | ||
| unlit: true, | ||
| cull_mode: None, | ||
| base_color_texture: background_image.clone(), | ||
| alpha_mode: if *transparent { | ||
| AlphaMode::Blend | ||
| } else { | ||
| AlphaMode::Opaque | ||
| }, | ||
| ..default() | ||
| }; | ||
| standard_materials.add(mat).untyped() | ||
| } | ||
| MaterialKey::Pbr { .. } => { | ||
| todo!("implement pbr materials") | ||
| } | ||
| MaterialKey::Custom(_) => { | ||
| todo!("implement custom materials") | ||
| } | ||
| } | ||
| } | ||
| } | ||
|
|
||
| /// A system that adds a `MeshMaterial3d` component to any entity with an `UntypedMaterial` that can | ||
| /// be typed as a `StandardMaterial`. | ||
| pub(crate) fn add_standard_materials( | ||
| mut commands: Commands, | ||
| meshes: Query<(Entity, &UntypedMaterial)>, | ||
| ) { | ||
| for (entity, handle) in meshes.iter() { | ||
| let handle = handle.deref().clone(); | ||
| if let Ok(handle) = handle.try_typed::<StandardMaterial>() { | ||
| commands.entity(entity).insert(MeshMaterial3d(handle)); | ||
| } | ||
| } | ||
| } | ||
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When we want to support MeshMaterial2d, how would this look? For now we don't need to worry because we're focused on 3D
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Right now we just implement 2d via 3d, but this would allow us to switch to that later if we wanted, or vector graphics, or whatever.
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amazing, thanks!