Files
bevy_cef/examples/custom_material.rs
elm 1b1da6665c feat: unify webview source into WebviewSource enum with dynamic reload (#22)
Unify CefWebviewUri and InlineHtml into a single WebviewSource enum component, eliminating the dual-component inconsistency where both existed on the same entity
Add ResolvedWebviewUri internal component as a resolution layer between user-facing source and CEF
Support dynamic reload: mutating WebviewSource at runtime automatically navigates the existing browser via browsers.navigate() without recreation
Inline HTML is served via cef://localhost/__inline__/{id} with automatic cleanup on entity despawn
2026-02-12 15:26:47 +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::default(),
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((
WebviewSource::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()
}
}