Add pulsing effect when invulnerable/intangible, make airdodge make the player intangible. (#75)
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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:
2026-09-28 15:44:50 +00:00
committed by EIREXE
parent ccf2657d29
commit 3af36c4bc8
14 changed files with 311 additions and 43 deletions
+1 -1
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@@ -8,7 +8,7 @@ authors = [""]
[features] [features]
default = ["development", "debug_features"] default = ["development", "debug_features"]
development = ["bevy/dynamic_linking", "bevy/file_watcher"] development = ["bevy/dynamic_linking", "bevy/file_watcher", "bevy/embedded_watcher"]
debug_features = ["bevy/free_camera"] debug_features = ["bevy/free_camera"]
[dependencies] [dependencies]
+4 -1
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@@ -2,7 +2,7 @@ use bevy::prelude::*;
use crate::{ use crate::{
camera::MatchCamera, fighter::{ camera::MatchCamera, fighter::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterPendingRespawn, FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity, animation::FighterAnimationFrame, attack::{ FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterInvulnerabilityState, FighterPendingRespawn, FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity, animation::FighterAnimationFrame, attack::{
FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits, FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits,
FighterSolvedHurtboxes, FighterStaleMoveQueue, FighterSolvedHurtboxes, FighterStaleMoveQueue,
}, baked_animation::FighterBoneMatrices, state::FighterState, }, baked_animation::FighterBoneMatrices, state::FighterState,
@@ -47,6 +47,7 @@ struct FighterCheckpoint {
bone_matrices: FighterBoneMatrices, bone_matrices: FighterBoneMatrices,
surface: FighterSurfaceState, surface: FighterSurfaceState,
pending_respawn: FighterPendingRespawn, pending_respawn: FighterPendingRespawn,
invulnerability_state: FighterInvulnerabilityState,
} }
pub(super) fn save_or_restore(world: &mut World) { pub(super) fn save_or_restore(world: &mut World) {
@@ -149,6 +150,7 @@ pub(super) fn save_or_restore(world: &mut World) {
entity.insert(saved.bone_matrices.clone()); entity.insert(saved.bone_matrices.clone());
entity.insert(saved.surface.clone()); entity.insert(saved.surface.clone());
entity.insert(saved.pending_respawn.clone()); entity.insert(saved.pending_respawn.clone());
entity.insert(saved.invulnerability_state.clone());
} }
world.insert_resource(checkpoint.pending_hits.clone()); world.insert_resource(checkpoint.pending_hits.clone());
world.insert_resource(checkpoint.stage_collision); world.insert_resource(checkpoint.stage_collision);
@@ -185,6 +187,7 @@ fn capture_fighter(world: &World, entity: Entity) -> Option<FighterCheckpoint> {
bone_matrices: fighter.get::<FighterBoneMatrices>()?.clone(), bone_matrices: fighter.get::<FighterBoneMatrices>()?.clone(),
surface: fighter.get::<FighterSurfaceState>()?.clone(), surface: fighter.get::<FighterSurfaceState>()?.clone(),
pending_respawn: fighter.get::<FighterPendingRespawn>()?.clone(), pending_respawn: fighter.get::<FighterPendingRespawn>()?.clone(),
invulnerability_state: fighter.get::<FighterInvulnerabilityState>()?.clone(),
}) })
} }
+3
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@@ -44,6 +44,9 @@ pub struct FighterAttributes {
pub air_dodge_duration: u32, pub air_dodge_duration: u32,
pub air_dodge_velocity: FGi32, pub air_dodge_velocity: FGi32,
pub air_dodge_decay: FGi32, pub air_dodge_decay: FGi32,
pub air_dodge_intangible_duration: u32,
pub air_dodge_intangible_start: u32,
} }
impl FighterAttributes { impl FighterAttributes {
+18 -3
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@@ -41,8 +41,8 @@ use crate::{
AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage, AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
FighterKnockbackVelocity, FighterPendingHitReaction, FighterSolvedHurtboxes, FighterKnockbackVelocity, FighterPendingHitReaction, FighterSolvedHurtboxes,
FighterStaleMoveQueue, FighterStaleMoveQueue,
}, baked_animation::{FighterBoneIndexMap, FighterBoneMatrices}, ecb::FighterECBBoneIndices, manifest::FighterManifest, state::{FighterState, air::AirborneStateCommon, fall::FallState}, visual::FighterAnimations, }, baked_animation::{FighterBoneIndexMap, FighterBoneMatrices}, ecb::FighterECBBoneIndices, manifest::FighterManifest, state::{FighterState, air::AirborneStateCommon, fall::FallState}, visual::{FighterAnimations, FighterInvulnerabilityVisualState},
}, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, stage::line::StageCollision, }, game_settings::GameSettings, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, stage::line::StageCollision,
}; };
use state::state_interrupt_system; use state::state_interrupt_system;
@@ -85,6 +85,14 @@ pub struct FighterHitstop {
pub remaining_frames: u32, pub remaining_frames: u32,
} }
#[derive(Component, Default, Copy, Clone, Hash, PartialEq, Eq)]
pub enum FighterInvulnerabilityState {
#[default]
Vulnerable,
Invulnerable,
Intangible
}
impl FighterFacingDirection { impl FighterFacingDirection {
fn reverse(&self) -> Self { fn reverse(&self) -> Self {
match self { match self {
@@ -140,7 +148,9 @@ pub struct FighterPendingRespawn(bool);
FighterPendingRespawn, FighterPendingRespawn,
FighterHitstop, FighterHitstop,
FighterKnockbackVelocity, FighterKnockbackVelocity,
FighterTranslation FighterTranslation,
FighterInvulnerabilityState,
FighterInvulnerabilityVisualState,
)] )]
pub struct Fighter { pub struct Fighter {
pub manifest: Handle<FighterManifest>, pub manifest: Handle<FighterManifest>,
@@ -229,6 +239,8 @@ impl Plugin for FighterPlugin {
.checksum_component_with_hash::<FighterPendingRespawn>() .checksum_component_with_hash::<FighterPendingRespawn>()
.rollback_component_with_copy::<FighterHitstop>() .rollback_component_with_copy::<FighterHitstop>()
.checksum_component_with_hash::<FighterHitstop>() .checksum_component_with_hash::<FighterHitstop>()
.rollback_component_with_copy::<FighterInvulnerabilityState>()
.checksum_component_with_hash::<FighterInvulnerabilityState>()
.rollback_component_with_copy::<FighterKnockbackVelocity>() .rollback_component_with_copy::<FighterKnockbackVelocity>()
.checksum_component_with_hash::<FighterKnockbackVelocity>() .checksum_component_with_hash::<FighterKnockbackVelocity>()
.rollback_resource_with_reflect::<StageCollision>() .rollback_resource_with_reflect::<StageCollision>()
@@ -256,6 +268,9 @@ impl Plugin for FighterPlugin {
.run_if(crate::debug_tools::attack_hitboxes_enabled) .run_if(crate::debug_tools::attack_hitboxes_enabled)
.run_if(in_state(AppState::InMatch)), .run_if(in_state(AppState::InMatch)),
) )
.add_systems(FixedPostUpdate,
visual::update_status_colors.run_if(resource_exists::<GameSettings>)
)
.add_systems( .add_systems(
FixedPostUpdate, FixedPostUpdate,
debug::hurtbox_debug.run_if(crate::debug_tools::hurtboxes_enabled), debug::hurtbox_debug.run_if(crate::debug_tools::hurtboxes_enabled),
+2
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@@ -169,6 +169,8 @@ mod tests {
air_dodge_duration: 0, air_dodge_duration: 0,
air_dodge_velocity: FGi32::ZERO, air_dodge_velocity: FGi32::ZERO,
air_dodge_decay: FGi32::ZERO, air_dodge_decay: FGi32::ZERO,
air_dodge_intangible_duration: 29,
air_dodge_intangible_start: 4,
} }
} }
+16 -5
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@@ -1,16 +1,13 @@
use crate::{ use crate::{
fighter::{ fighter::{
animation::AnimKind, FighterInvulnerabilityState, animation::AnimKind, state::{
state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext, CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
UpdateContext, UpdateContext,
air::{self, AirborneStateCommon}, air::{self, AirborneStateCommon},
fall::FallState, fall::FallState,
land::LandingType, land::LandingType,
}, },
}, }, input, math::vec::FGVec2,
input,
math::vec::FGVec2,
}; };
#[derive(Debug, Clone, Hash)] #[derive(Debug, Clone, Hash)]
@@ -32,6 +29,12 @@ impl FighterStateImpl for AirDodgeState {
} }
fn update(&mut self, state_context: &mut UpdateContext) { fn update(&mut self, state_context: &mut UpdateContext) {
let airdodge_intangible_end = state_context.fighter_attributes.air_dodge_intangible_start + state_context.fighter_attributes.air_dodge_intangible_duration;
if state_context.animation_frame == state_context.fighter_attributes.air_dodge_intangible_start {
*state_context.vulnerability = FighterInvulnerabilityState::Intangible;
} else if state_context.animation_frame >= airdodge_intangible_end {
*state_context.vulnerability = FighterInvulnerabilityState::Vulnerable;
}
state_context.velocity.0 *= state_context.fighter_attributes.air_dodge_decay; state_context.velocity.0 *= state_context.fighter_attributes.air_dodge_decay;
air::apply_air_motion( air::apply_air_motion(
@@ -62,6 +65,14 @@ impl FighterStateImpl for AirDodgeState {
fn surface_policy(&self) -> super::SurfacePolicy { fn surface_policy(&self) -> super::SurfacePolicy {
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach) super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach)
} }
fn on_exit(&mut self, state_context: &mut super::ExitContext) {
*state_context.vulnerability = FighterInvulnerabilityState::Vulnerable;
}
fn name(&self) -> String {
Self::NAME.to_owned()
}
} }
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> { pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
+6 -4
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@@ -18,10 +18,7 @@ use crate::fighter::state::hitstun::HitstunState;
use crate::fighter::surface::EcbLockPolicy; use crate::fighter::surface::EcbLockPolicy;
use crate::fighter::visual::FighterAnimations; use crate::fighter::visual::FighterAnimations;
use crate::fighter::{ use crate::fighter::{
Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, Fighter, FighterDamage, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole, FighterInvulnerabilityState, FighterPendingRespawn, FighterPresentationSnap, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity,
FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole, FighterPendingRespawn,
FighterPresentationSnap, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation,
FighterVelocity, FighterDamage,
}; };
use crate::game_settings::GameSettings; use crate::game_settings::GameSettings;
use crate::input::FighterInput; use crate::input::FighterInput;
@@ -173,6 +170,7 @@ impl EnterContext<'_> {
pub struct ExitContext<'a> { pub struct ExitContext<'a> {
pub hitboxes: &'a mut FighterHitboxes, pub hitboxes: &'a mut FighterHitboxes,
pub surface: &'a mut FighterSurfaceState, pub surface: &'a mut FighterSurfaceState,
pub vulnerability: &'a mut FighterInvulnerabilityState,
} }
pub struct UpdateContext<'a> { pub struct UpdateContext<'a> {
@@ -183,6 +181,7 @@ pub struct UpdateContext<'a> {
pub velocity: &'a mut FighterVelocity, pub velocity: &'a mut FighterVelocity,
pub surface: &'a mut FighterSurfaceState, pub surface: &'a mut FighterSurfaceState,
pub knockback_velocity: &'a mut FighterKnockbackVelocity, pub knockback_velocity: &'a mut FighterKnockbackVelocity,
pub vulnerability: &'a mut FighterInvulnerabilityState,
pub game_settings: &'a GameSettings, pub game_settings: &'a GameSettings,
pub animation_frame: u32, pub animation_frame: u32,
pub fighter_attributes: &'a FighterAttributes, pub fighter_attributes: &'a FighterAttributes,
@@ -265,6 +264,7 @@ pub struct FighterFrameQuery {
pub prev_ecb: &'static FighterPreviousECB, pub prev_ecb: &'static FighterPreviousECB,
pub facing_direction: &'static mut FighterFacingDirection, pub facing_direction: &'static mut FighterFacingDirection,
pub animation_frame: &'static mut FighterAnimationFrame, pub animation_frame: &'static mut FighterAnimationFrame,
pub vulnerability: &'static mut FighterInvulnerabilityState,
pub fighter: &'static Fighter, pub fighter: &'static Fighter,
} }
@@ -330,6 +330,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
ExitContext { ExitContext {
hitboxes: &mut self.hitboxes, hitboxes: &mut self.hitboxes,
surface: &mut self.surface, surface: &mut self.surface,
vulnerability: &mut self.vulnerability,
} }
} }
@@ -350,6 +351,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
knockback_velocity: &mut self.knockback_velocity, knockback_velocity: &mut self.knockback_velocity,
game_settings, game_settings,
animation_frame: self.animation_frame.frame, animation_frame: self.animation_frame.frame,
vulnerability: &mut self.vulnerability,
fighter_attributes: attributes, fighter_attributes: attributes,
attack_scripts, attack_scripts,
attack_script_assets, attack_script_assets,
+64 -1
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@@ -1,4 +1,8 @@
use crate::fighter::baked_animation::BakedFighterAnimations; use crate::{
fighter::{FighterInvulnerabilityState, baked_animation::BakedFighterAnimations},
game_settings::GameSettings,
materials::fighter_material::{FighterMaterial, FighterMesh},
};
use bevy::prelude::*; use bevy::prelude::*;
#[derive(Component, Clone)] #[derive(Component, Clone)]
@@ -6,3 +10,62 @@ pub struct FighterAnimations {
/// The single animation source for gameplay and the visual skeleton. /// The single animation source for gameplay and the visual skeleton.
pub baked: Handle<BakedFighterAnimations>, pub baked: Handle<BakedFighterAnimations>,
} }
#[derive(Component, Clone, Default)]
pub struct FighterInvulnerabilityVisualState {
pub last_known_state: FighterInvulnerabilityState,
pub frames_in_state: u32,
}
pub fn update_status_colors(
mut fighters: Query<(
&FighterInvulnerabilityState,
&mut FighterInvulnerabilityVisualState,
)>,
meshes: Query<(&FighterMesh, &MeshMaterial3d<FighterMaterial>)>,
mut materials: ResMut<Assets<FighterMaterial>>,
game_settings: Res<GameSettings>,
) {
for (invuln_state, mut invuln_state_visual) in &mut fighters {
if *invuln_state != invuln_state_visual.last_known_state {
invuln_state_visual.last_known_state = *invuln_state;
invuln_state_visual.frames_in_state = 0;
}
}
for (mesh, mat) in meshes {
let (_, invuln_state_visual) = fighters
.get(mesh.fighter)
.expect("Material should have relevant fighter available");
let status_color = match invuln_state_visual.last_known_state {
FighterInvulnerabilityState::Vulnerable => bevy::color::palettes::css::WHITE.into(),
FighterInvulnerabilityState::Invulnerable => {
game_settings.fighter_common.intangible_color
}
FighterInvulnerabilityState::Intangible => {
game_settings.fighter_common.intangible_color
}
};
let intensity = match invuln_state_visual.last_known_state {
FighterInvulnerabilityState::Vulnerable => 0.0,
FighterInvulnerabilityState::Invulnerable | FighterInvulnerabilityState::Intangible => {
let cycle_frames = invuln_state_visual.frames_in_state
% game_settings.fighter_common.intangible_pulse_duration;
1.0 - cycle_frames as f32
/ ((game_settings.fighter_common.intangible_pulse_duration) as f32)
}
};
let mut material = materials
.get_mut(mat.id())
.expect("Material should exist here...");
material
.extension
.update_status_color(status_color.into(), intensity);
}
for (_, mut invuln_state_visual) in fighters {
invuln_state_visual.frames_in_state = invuln_state_visual.frames_in_state.saturating_add(1);
}
}
+3
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@@ -42,6 +42,9 @@ pub struct FighterSettingsCommon {
pub leave_ground_ecb_frame_lock_duration: u32, pub leave_ground_ecb_frame_lock_duration: u32,
pub platform_pass_platform_ignore_duration_frames: u32, pub platform_pass_platform_ignore_duration_frames: u32,
pub platform_pass_initial_downwards_velocity: FGi32, pub platform_pass_initial_downwards_velocity: FGi32,
pub intangible_color: Color,
pub intangible_pulse_duration: u32,
} }
#[derive(Reflect, Serialize, Deserialize, Clone)] #[derive(Reflect, Serialize, Deserialize, Clone)]
#[reflect(opaque)] #[reflect(opaque)]
+7 -2
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@@ -35,8 +35,9 @@ use ron_asset_manager::RonAssetPlugin;
use crate::{ use crate::{
camera::MatchCameraPlugin, fighter::manifest::FighterManifest, game_settings::GameSettings, camera::MatchCameraPlugin, fighter::manifest::FighterManifest, game_settings::GameSettings,
match_runtime::MatchRuntimePlugin, menus::style::FGUiStyle, schedule::GameplaySchedulePlugin, match_runtime::MatchRuntimePlugin, materials::ShinesparkMaterialPlugin,
stage::manifest::StageManifest, ui::InGameUIPlugin, menus::style::FGUiStyle, schedule::GameplaySchedulePlugin, stage::manifest::StageManifest,
ui::InGameUIPlugin,
}; };
mod args; mod args;
@@ -49,6 +50,7 @@ pub mod game_settings;
pub mod input; pub mod input;
pub mod match_loading; pub mod match_loading;
pub mod match_runtime; pub mod match_runtime;
pub mod materials;
mod math; mod math;
pub mod menus; pub mod menus;
pub mod netcode; pub mod netcode;
@@ -109,6 +111,7 @@ impl Plugin for GamePlugin {
// game-level content and configuration. // game-level content and configuration.
app.init_state::<AppState>() app.init_state::<AppState>()
.add_plugins(( .add_plugins((
(
SettingsPlugin::new("moe.eirteam.shinespark.debug_settings"), SettingsPlugin::new("moe.eirteam.shinespark.debug_settings"),
// Brings up GGRS (and with it `GgrsSchedule`), so it goes first. // Brings up GGRS (and with it `GgrsSchedule`), so it goes first.
netcode::FighterNetcodePlugin::default(), netcode::FighterNetcodePlugin::default(),
@@ -125,6 +128,8 @@ impl Plugin for GamePlugin {
MatchCameraPlugin, MatchCameraPlugin,
GameAssetPlugin, GameAssetPlugin,
InGameUIPlugin, InGameUIPlugin,
),
ShinesparkMaterialPlugin,
)) ))
.add_plugins(menus::MenuPlugin) .add_plugins(menus::MenuPlugin)
.add_loading_state( .add_loading_state(
+3 -10
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@@ -8,9 +8,7 @@ use bevy_ggrs::prelude::Session;
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use crate::{ use crate::{
AppState, AppState, args::Args, fighter::{
args::Args,
fighter::{
FighterId, FighterRoster, FighterId, FighterRoster,
animation::AnimKind, animation::AnimKind,
attack::{AttackKind, FighterAttackScriptAssets}, attack::{AttackKind, FighterAttackScriptAssets},
@@ -18,15 +16,10 @@ use crate::{
manifest::{FighterManifest, FighterManifestRegistry}, manifest::{FighterManifest, FighterManifestRegistry},
spawn_fighter, spawn_fighter,
visual::FighterAnimations, visual::FighterAnimations,
}, }, input::{LocalInputAssignments, LocalInputSource, MatchInputAssignments}, match_runtime::MatchState, netcode::{
input::{LocalInputAssignments, LocalInputSource, MatchInputAssignments},
match_runtime::MatchState,
netcode::{
GGRSCfg, GGRSCfg,
session::{ConnectionStatus, SessionConfig, create_session}, session::{ConnectionStatus, SessionConfig, create_session},
}, }, scripting::FighterAttackScript, stage::{
scripting::FighterAttackScript,
stage::{
self, self,
manifest::{StageId, StageManifest, StageManifestRegistry}, manifest::{StageId, StageManifest, StageManifestRegistry},
}, },
+77
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@@ -0,0 +1,77 @@
use bevy::{gltf::GltfMaterialName, pbr::{ExtendedMaterial, MaterialExtension}, prelude::*, render::render_resource::AsBindGroup, shader::ShaderRef, world_serialization::WorldInstanceReady};
pub type FighterMaterial = ExtendedMaterial<StandardMaterial, FighterMaterialExtension>;
#[derive(Component)]
pub struct FighterMesh {
pub fighter: Entity
}
#[derive(Asset, AsBindGroup, Reflect, Debug, Clone, Default)]
pub struct FighterMaterialExtension {
#[uniform(100)]
status_color: LinearRgba,
#[uniform(100)]
status_color_intensity: f32,
}
const SHADER_ASSET_PATH: &str = "embedded://shinespark/shaders/fighter.wgsl";
impl FighterMaterialExtension {
pub fn new(status_color: Color) -> Self {
Self {
status_color: status_color.into(),
status_color_intensity: 0.0,
..default()
}
}
pub fn update_status_color(&mut self, status_color: LinearRgba, intensity: f32) {
self.status_color = status_color;
self.status_color_intensity = intensity;
}
}
impl MaterialExtension for FighterMaterialExtension {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
fn deferred_fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}
pub fn bind_fighter_material(
scene_ready: On<WorldInstanceReady>,
mut commands: Commands,
children: Query<&Children>,
//color_override: Query<&ColorOverride>,
mesh_materials: Query<(Entity, &MeshMaterial3d<StandardMaterial>, &GltfMaterialName)>,
mut asset_materials: ResMut<Assets<FighterMaterial>>,
original_materials: Res<Assets<StandardMaterial>>,
) {
for descendant in children.iter_descendants(scene_ready.entity) {
let Ok((entity, id, material_name)) = mesh_materials.get(descendant) else {
continue;
};
dbg!(material_name);
if !material_name.starts_with("Fighter_") {
continue;
}
let Some(original_material) = original_materials.get(id.id()) else {
continue;
};
commands.entity(entity).insert((MeshMaterial3d(asset_materials.add(ExtendedMaterial {
base: StandardMaterial {
// can be used in forward or deferred mode
..original_material.clone()
},
extension: FighterMaterialExtension::new(bevy::color::palettes::css::BLUE.into())
})), FighterMesh { fighter: scene_ready.entity }));
}
}
+24
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@@ -0,0 +1,24 @@
use bevy::{
asset::embedded_asset, prelude::*,
};
pub mod fighter_material;
pub struct ShinesparkMaterialPlugin;
pub fn startup_test(asset_server: Res<AssetServer>) {
let test: Handle<Shader> = asset_server.load("embedded://shinespark/shaders/fighter.wgsl");
dbg!(test);
}
impl Plugin for ShinesparkMaterialPlugin {
fn build(&self, app: &mut App) {
let omit_prefix = "";
embedded_asset!(app, omit_prefix, "shaders/fighter.wgsl");
app.add_systems(Startup, startup_test)
.add_observer(fighter_material::bind_fighter_material)
.add_plugins(MaterialPlugin::<fighter_material::FighterMaterial>::default());
}
}
+67
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@@ -0,0 +1,67 @@
#import bevy_pbr::{
pbr_fragment::pbr_input_from_standard_material,
pbr_functions::alpha_discard,
}
#ifdef PREPASS_PIPELINE
#import bevy_pbr::{
prepass_io::{VertexOutput, FragmentOutput},
pbr_deferred_functions::deferred_output,
}
#else
#import bevy_pbr::{
forward_io::{VertexOutput, FragmentOutput},
pbr_functions::{apply_pbr_lighting, main_pass_post_lighting_processing},
}
#endif
struct FighterExtendedMaterial {
status_color: vec4<f32>,
status_color_intensity: f32,
#ifdef SIXTEEN_BYTE_ALIGNMENT
// Web examples WebGL2 support: structs must be 16 byte aligned.
_webgl2_padding_8b: u32,
_webgl2_padding_12b: u32,
_webgl2_padding_16b: u32,
#endif
}
@group(#{MATERIAL_BIND_GROUP}) @binding(100)
var<uniform> fighter_material: FighterExtendedMaterial;
@fragment
fn fragment(
in: VertexOutput,
@builtin(front_facing) is_front: bool,
) -> FragmentOutput {
// generate a PbrInput struct from the StandardMaterial bindings
var pbr_input = pbr_input_from_standard_material(in, is_front);
// we can optionally modify the input before lighting and alpha_discard is applied
//pbr_input.material.base_color.b = pbr_input.material.base_color.r;
// alpha discard
pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);
#ifdef PREPASS_PIPELINE
// in deferred mode we can't modify anything after that, as lighting is run in a separate fullscreen shader.
let out = deferred_output(in, pbr_input);
#else
var out: FragmentOutput;
// apply lighting
out.color = apply_pbr_lighting(pbr_input);
// we can optionally modify the lit color before post-processing is applied
var quantize_steps: i32 = 2;
out.color = vec4<f32>(vec4<u32>(out.color * f32(quantize_steps))) / f32(quantize_steps);
// apply in-shader post processing (fog, alpha-premultiply, and also tonemapping, debanding if the camera is non-hdr)
// note this does not include fullscreen postprocessing effects like bloom.
out.color = main_pass_post_lighting_processing(pbr_input, out.color);
out.color = mix(out.color, fighter_material.status_color, fighter_material.status_color_intensity * 0.5);
#endif
return out;
}