Add pulsing effect when invulnerable/intangible, make airdodge make the player intangible. (#75)
Reviewed-on: #75 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #75.
This commit is contained in:
@@ -0,0 +1,77 @@
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use bevy::{gltf::GltfMaterialName, pbr::{ExtendedMaterial, MaterialExtension}, prelude::*, render::render_resource::AsBindGroup, shader::ShaderRef, world_serialization::WorldInstanceReady};
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pub type FighterMaterial = ExtendedMaterial<StandardMaterial, FighterMaterialExtension>;
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#[derive(Component)]
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pub struct FighterMesh {
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pub fighter: Entity
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}
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#[derive(Asset, AsBindGroup, Reflect, Debug, Clone, Default)]
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pub struct FighterMaterialExtension {
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#[uniform(100)]
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status_color: LinearRgba,
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#[uniform(100)]
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status_color_intensity: f32,
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}
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const SHADER_ASSET_PATH: &str = "embedded://shinespark/shaders/fighter.wgsl";
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impl FighterMaterialExtension {
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pub fn new(status_color: Color) -> Self {
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Self {
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status_color: status_color.into(),
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status_color_intensity: 0.0,
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..default()
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}
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}
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pub fn update_status_color(&mut self, status_color: LinearRgba, intensity: f32) {
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self.status_color = status_color;
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self.status_color_intensity = intensity;
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}
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}
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impl MaterialExtension for FighterMaterialExtension {
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fn fragment_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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fn deferred_fragment_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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}
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pub fn bind_fighter_material(
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scene_ready: On<WorldInstanceReady>,
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mut commands: Commands,
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children: Query<&Children>,
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//color_override: Query<&ColorOverride>,
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mesh_materials: Query<(Entity, &MeshMaterial3d<StandardMaterial>, &GltfMaterialName)>,
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mut asset_materials: ResMut<Assets<FighterMaterial>>,
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original_materials: Res<Assets<StandardMaterial>>,
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) {
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for descendant in children.iter_descendants(scene_ready.entity) {
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let Ok((entity, id, material_name)) = mesh_materials.get(descendant) else {
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continue;
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};
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dbg!(material_name);
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if !material_name.starts_with("Fighter_") {
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continue;
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}
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let Some(original_material) = original_materials.get(id.id()) else {
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continue;
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};
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commands.entity(entity).insert((MeshMaterial3d(asset_materials.add(ExtendedMaterial {
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base: StandardMaterial {
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// can be used in forward or deferred mode
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..original_material.clone()
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},
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extension: FighterMaterialExtension::new(bevy::color::palettes::css::BLUE.into())
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})), FighterMesh { fighter: scene_ready.entity }));
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}
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}
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@@ -0,0 +1,24 @@
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use bevy::{
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asset::embedded_asset, prelude::*,
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};
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pub mod fighter_material;
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pub struct ShinesparkMaterialPlugin;
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pub fn startup_test(asset_server: Res<AssetServer>) {
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let test: Handle<Shader> = asset_server.load("embedded://shinespark/shaders/fighter.wgsl");
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dbg!(test);
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}
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impl Plugin for ShinesparkMaterialPlugin {
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fn build(&self, app: &mut App) {
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let omit_prefix = "";
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embedded_asset!(app, omit_prefix, "shaders/fighter.wgsl");
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app.add_systems(Startup, startup_test)
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.add_observer(fighter_material::bind_fighter_material)
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.add_plugins(MaterialPlugin::<fighter_material::FighterMaterial>::default());
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}
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}
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@@ -0,0 +1,67 @@
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#import bevy_pbr::{
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pbr_fragment::pbr_input_from_standard_material,
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pbr_functions::alpha_discard,
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}
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#ifdef PREPASS_PIPELINE
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#import bevy_pbr::{
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prepass_io::{VertexOutput, FragmentOutput},
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pbr_deferred_functions::deferred_output,
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}
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#else
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#import bevy_pbr::{
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forward_io::{VertexOutput, FragmentOutput},
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pbr_functions::{apply_pbr_lighting, main_pass_post_lighting_processing},
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}
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#endif
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struct FighterExtendedMaterial {
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status_color: vec4<f32>,
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status_color_intensity: f32,
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#ifdef SIXTEEN_BYTE_ALIGNMENT
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// Web examples WebGL2 support: structs must be 16 byte aligned.
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_webgl2_padding_8b: u32,
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_webgl2_padding_12b: u32,
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_webgl2_padding_16b: u32,
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#endif
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}
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@group(#{MATERIAL_BIND_GROUP}) @binding(100)
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var<uniform> fighter_material: FighterExtendedMaterial;
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@fragment
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fn fragment(
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in: VertexOutput,
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@builtin(front_facing) is_front: bool,
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) -> FragmentOutput {
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// generate a PbrInput struct from the StandardMaterial bindings
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var pbr_input = pbr_input_from_standard_material(in, is_front);
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// we can optionally modify the input before lighting and alpha_discard is applied
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//pbr_input.material.base_color.b = pbr_input.material.base_color.r;
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// alpha discard
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pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);
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#ifdef PREPASS_PIPELINE
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// in deferred mode we can't modify anything after that, as lighting is run in a separate fullscreen shader.
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let out = deferred_output(in, pbr_input);
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#else
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var out: FragmentOutput;
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// apply lighting
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out.color = apply_pbr_lighting(pbr_input);
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// we can optionally modify the lit color before post-processing is applied
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var quantize_steps: i32 = 2;
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out.color = vec4<f32>(vec4<u32>(out.color * f32(quantize_steps))) / f32(quantize_steps);
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// apply in-shader post processing (fog, alpha-premultiply, and also tonemapping, debanding if the camera is non-hdr)
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// note this does not include fullscreen postprocessing effects like bloom.
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out.color = main_pass_post_lighting_processing(pbr_input, out.color);
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out.color = mix(out.color, fighter_material.status_color, fighter_material.status_color_intensity * 0.5);
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#endif
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return out;
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}
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