bevy/examples/shader/shader_custom_material.rs

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use bevy::prelude::*;
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fn main() {
App::build()
.add_default_plugins()
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.add_asset::<MyMaterial>()
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.add_startup_system(setup.system())
.run();
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}
#[derive(Uniforms, Default)]
struct MyMaterial {
pub color: Color,
}
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fn setup(
command_buffer: &mut CommandBuffer,
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mut pipelines: ResMut<Assets<PipelineDescriptor>>,
mut shaders: ResMut<Assets<Shader>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<MyMaterial>>,
mut render_graph: ResMut<RenderGraph>,
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) {
// create new shader pipeline and add to main pass in Render Graph
let pipeline_handle = {
let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
vertex: shaders.add(Shader::from_glsl(
ShaderStage::Vertex,
r#"
#version 450
layout(location = 0) in vec3 Vertex_Position;
layout(set = 0, binding = 0) uniform Camera {
mat4 ViewProj;
};
layout(set = 1, binding = 0) uniform Object {
mat4 Model;
};
void main() {
gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
}
"#,
)),
fragment: Some(shaders.add(Shader::from_glsl(
ShaderStage::Fragment,
r#"
#version 450
layout(location = 0) out vec4 o_Target;
layout(set = 1, binding = 1) uniform MyMaterial_color {
vec4 color;
};
void main() {
o_Target = color;
}
"#,
))),
}));
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render_graph.add_system_node("my_material", AssetUniformNode::<MyMaterial>::new(true));
let main_pass: &mut PassNode = render_graph.get_node_mut("main_pass").unwrap();
main_pass.add_pipeline(
pipeline_handle,
vec![Box::new(draw_target::AssignedMeshesDrawTarget)],
);
pipeline_handle
};
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// create materials
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let material = materials.add(MyMaterial {
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color: Color::rgb(0.0, 0.8, 0.0),
});
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let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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command_buffer
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.build()
// cube
.add_entity(MeshMaterialEntity::<MyMaterial> {
mesh: cube_handle,
renderable: Renderable {
pipelines: vec![pipeline_handle],
..Default::default()
},
material,
translation: Translation::new(0.0, 0.0, 0.0),
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..Default::default()
})
// camera
.add_entity(CameraEntity {
local_to_world: LocalToWorld(Mat4::look_at_rh(
Vec3::new(3.0, 8.0, 5.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 0.0, 1.0),
)),
..Default::default()
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});
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}