|
| 1 | +use bevy::prelude::*; |
| 2 | +use bevy::reflect::TypePath; |
| 3 | +use bevy::render::render_resource::AsBindGroup; |
| 4 | +use bevy::render::render_resource::ShaderRef; |
| 5 | +use bevy::render::render_resource::ShaderType; |
| 6 | +use bevy::sprite::Material2d; |
| 7 | +use bevy::sprite::Material2dPlugin; |
| 8 | +use bevy::sprite::MaterialMesh2dBundle; |
| 9 | +use pyri_state::prelude::*; |
| 10 | + |
| 11 | +use crate::core::UpdateSet; |
| 12 | +use crate::game::audio::music::on_full_beat; |
| 13 | +use crate::screen::Screen; |
| 14 | +use crate::util::prelude::*; |
| 15 | + |
| 16 | +pub(super) fn plugin(app: &mut App) { |
| 17 | + app.configure::<Ground>(); |
| 18 | +} |
| 19 | + |
| 20 | +const GROUND_Z_INDEX: f32 = -10.0; |
| 21 | +const GROUND_MESH_SIZE: f32 = 1024.0; |
| 22 | +const GROUND_SNAP_INTERVAL: f32 = GROUND_MESH_SIZE / 4.0; |
| 23 | +const GROUND_SNAP: Vec2 = Vec2::splat(GROUND_SNAP_INTERVAL); |
| 24 | + |
| 25 | +#[derive(Resource)] |
| 26 | +pub struct Ground { |
| 27 | + material: Handle<GroundMaterial>, |
| 28 | + mesh: Handle<Mesh>, |
| 29 | +} |
| 30 | + |
| 31 | +impl Configure for Ground { |
| 32 | + fn configure(app: &mut App) { |
| 33 | + app.add_plugins(Material2dPlugin::<GroundMaterial>::default()); |
| 34 | + app.init_resource::<Self>(); |
| 35 | + |
| 36 | + app.add_systems( |
| 37 | + Update, |
| 38 | + Screen::Playing.on_update(( |
| 39 | + update_background, |
| 40 | + update_background_beat |
| 41 | + .in_set(UpdateSet::Update) |
| 42 | + .run_if(on_full_beat(8)), |
| 43 | + )), |
| 44 | + ); |
| 45 | + } |
| 46 | +} |
| 47 | + |
| 48 | +impl FromWorld for Ground { |
| 49 | + fn from_world(world: &mut World) -> Self { |
| 50 | + let material = world |
| 51 | + .resource_mut::<Assets<GroundMaterial>>() |
| 52 | + .add(GroundMaterial::default()); |
| 53 | + let mesh = world |
| 54 | + .resource_mut::<Assets<Mesh>>() |
| 55 | + .add(Rectangle::default()); |
| 56 | + |
| 57 | + Self { material, mesh } |
| 58 | + } |
| 59 | +} |
| 60 | + |
| 61 | +#[derive(Default, AsBindGroup, Asset, TypePath, Debug, Clone)] |
| 62 | +pub struct GroundMaterial { |
| 63 | + #[uniform(100)] |
| 64 | + uniforms: Uniforms, |
| 65 | +} |
| 66 | + |
| 67 | +#[derive(ShaderType, Default, Clone, Debug)] |
| 68 | +struct Uniforms { |
| 69 | + pub camera_x: f32, |
| 70 | + pub camera_y: f32, |
| 71 | + pub random: f32, |
| 72 | + pub time: f32, |
| 73 | +} |
| 74 | + |
| 75 | +impl Material2d for GroundMaterial { |
| 76 | + fn fragment_shader() -> ShaderRef { |
| 77 | + "shaders/ground.wgsl".into() |
| 78 | + } |
| 79 | +} |
| 80 | + |
| 81 | +pub fn ground(mut entity: EntityWorldMut) { |
| 82 | + let ground = r!(entity.world().get_resource::<Ground>()); |
| 83 | + let material = ground.material.clone(); |
| 84 | + let mesh = ground.mesh.clone(); |
| 85 | + |
| 86 | + entity.insert(( |
| 87 | + Name::new("Background"), |
| 88 | + MaterialMesh2dBundle { |
| 89 | + mesh: mesh.into(), |
| 90 | + transform: Transform::from_translation(Vec2::ZERO.extend(GROUND_Z_INDEX)) |
| 91 | + .with_scale(Vec3::splat(GROUND_MESH_SIZE)), |
| 92 | + material, |
| 93 | + ..default() |
| 94 | + }, |
| 95 | + )); |
| 96 | +} |
| 97 | + |
| 98 | +fn update_background( |
| 99 | + mut ground_material: ResMut<Assets<GroundMaterial>>, |
| 100 | + camera_query: Query<&Transform, (With<IsDefaultUiCamera>, Without<Handle<GroundMaterial>>)>, |
| 101 | + mut ground_query: Query<&mut Transform, With<Handle<GroundMaterial>>>, |
| 102 | + time: Res<Time>, |
| 103 | +) { |
| 104 | + for (_, material) in ground_material.iter_mut() { |
| 105 | + for mut ground_transform in &mut ground_query { |
| 106 | + for camera_transform in &camera_query { |
| 107 | + let translation = ((camera_transform.translation.truncate() / GROUND_SNAP).floor() |
| 108 | + * GROUND_SNAP) |
| 109 | + .extend(GROUND_Z_INDEX); |
| 110 | + ground_transform.translation = translation; |
| 111 | + material.uniforms.camera_x = translation.x; |
| 112 | + material.uniforms.camera_y = translation.y; |
| 113 | + material.uniforms.time = time.elapsed_seconds(); |
| 114 | + } |
| 115 | + } |
| 116 | + } |
| 117 | +} |
| 118 | + |
| 119 | +fn update_background_beat(mut ground_material: ResMut<Assets<GroundMaterial>>) { |
| 120 | + for (_, material) in ground_material.iter_mut() { |
| 121 | + material.uniforms.random = rand::random(); |
| 122 | + } |
| 123 | +} |
0 commit comments