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