Files
bevy_cef/examples/custom_material.rs
elm edf9e064b9 Support Bevy 0.17 (#11)
* update: modify for 0.17

* update: enhance webview functionality and improve plugin implementation

* update: refactor webview system and improve binding group usage

* update: refactor command triggering for webview events and enhance Receive struct

* update: refactor command triggering for webview dev tools

* update: refactor render process handler and improve webview handling

* update: refactor webview browser handling and improve IME caret management

* clippy

* fmt

* update: improve README formatting and clarify version compatibility

* update: support Bevy 0.17 and enhance permissions in settings

* update: enhance CI configuration by adding Wayland and XKB dependencies

* delete: settings.json

* update: refactor shader imports and improve binding group definitions

* update: refactor devtool command triggers for improved clarity

* update: modify LibraryLoader initialization for improved path handling on macOS

* fmt

---------

Co-authored-by: not-elm <elmgameinfo@gmail.com>
2025-10-26 16:55:03 +09:00

59 lines
1.6 KiB
Rust

//! You can create a custom material based on [`WebviewMaterial`].
//!
//! This example creates a custom material that blends an image.
use bevy::pbr::MaterialExtension;
use bevy::prelude::*;
use bevy::render::render_resource::AsBindGroup;
use bevy::shader::ShaderRef;
use bevy_cef::prelude::*;
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
CefPlugin,
WebviewExtendMaterialPlugin::<CustomExtension>::default(),
))
.add_systems(Startup, (spawn_camera, spawn_webview))
.run();
}
fn spawn_camera(mut commands: Commands) {
commands.spawn((
Camera3d::default(),
Transform::from_translation(Vec3::new(0., 0., 3.)).looking_at(Vec3::ZERO, Vec3::Y),
));
}
fn spawn_webview(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<WebviewExtendedMaterial<CustomExtension>>>,
asset_server: Res<AssetServer>,
) {
commands.spawn((
CefWebviewUri::new("https://github.com/not-elm/bevy_cef"),
Mesh3d(meshes.add(Plane3d::new(Vec3::Z, Vec2::ONE))),
MeshMaterial3d(materials.add(WebviewExtendedMaterial {
extension: CustomExtension {
mask: asset_server.load("images/rustacean-flat-gesture.png"),
},
..default()
})),
));
}
#[derive(Asset, Reflect, Clone, Debug, AsBindGroup, Default)]
struct CustomExtension {
#[texture(0)]
#[sampler(1)]
mask: Handle<Image>,
}
impl MaterialExtension for CustomExtension {
fn fragment_shader() -> ShaderRef {
"shaders/custom_material.wgsl".into()
}
}