2020-04-20 02:06:41 +00:00
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use bevy::prelude::*;
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2020-06-18 00:27:49 +00:00
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use bevy_render::base_render_graph;
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2020-03-29 08:34:08 +00:00
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fn main() {
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2020-04-12 03:27:46 +00:00
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App::build()
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.add_default_plugins()
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2020-05-13 23:17:44 +00:00
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.add_asset::<MyMaterial>()
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2020-05-14 00:31:56 +00:00
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.add_startup_system(setup.system())
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2020-04-12 03:27:46 +00:00
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.run();
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2020-03-29 08:34:08 +00:00
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}
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2020-06-08 05:24:53 +00:00
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#[derive(RenderResources, Default)]
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2020-03-29 08:34:08 +00:00
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struct MyMaterial {
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pub color: Color,
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}
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2020-06-05 07:13:18 +00:00
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const VERTEX_SHADER: &str = r#"
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#version 450
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layout(location = 0) in vec3 Vertex_Position;
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layout(set = 0, binding = 0) uniform Camera {
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mat4 ViewProj;
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};
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2020-06-07 20:39:50 +00:00
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layout(set = 1, binding = 0) uniform Transform {
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2020-06-05 07:13:18 +00:00
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mat4 Model;
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};
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void main() {
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gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
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}
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"#;
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const FRAGMENT_SHADER: &str = r#"
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#version 450
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layout(location = 0) out vec4 o_Target;
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layout(set = 1, binding = 1) uniform MyMaterial_color {
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vec4 color;
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};
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void main() {
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o_Target = color;
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}
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"#;
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2020-05-14 00:31:56 +00:00
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fn setup(
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command_buffer: &mut CommandBuffer,
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2020-05-14 00:52:47 +00:00
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mut pipelines: ResMut<Assets<PipelineDescriptor>>,
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mut shaders: ResMut<Assets<Shader>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<MyMaterial>>,
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mut render_graph: ResMut<RenderGraph>,
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2020-05-14 00:31:56 +00:00
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) {
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2020-06-18 00:27:49 +00:00
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// Create a new shader pipeline
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let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
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vertex: shaders.add(Shader::from_glsl(ShaderStage::Vertex, VERTEX_SHADER)),
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fragment: Some(shaders.add(Shader::from_glsl(ShaderStage::Fragment, FRAGMENT_SHADER))),
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}));
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2020-05-14 00:31:56 +00:00
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2020-06-18 00:27:49 +00:00
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// Add an AssetRenderResourcesNode to our Render Graph. This will bind MyMaterial resources to our shader
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render_graph.add_system_node(
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"my_material",
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AssetRenderResourcesNode::<MyMaterial>::new(true),
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);
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2020-03-29 08:34:08 +00:00
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2020-06-18 00:27:49 +00:00
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// Add a Render Graph edge connecting our new "my_material" node to the main pass node
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render_graph
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.add_node_edge("my_material", base_render_graph::node::MAIN_PASS)
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.unwrap();
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// Create a new material
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2020-05-13 23:42:27 +00:00
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let material = materials.add(MyMaterial {
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2020-03-29 08:34:08 +00:00
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color: Color::rgb(0.0, 0.8, 0.0),
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});
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2020-06-18 00:27:49 +00:00
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// Create a cube mesh which will use our material
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2020-05-16 07:21:04 +00:00
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let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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2020-03-29 08:34:08 +00:00
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2020-06-18 00:27:49 +00:00
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// Setup our world
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2020-05-14 00:31:56 +00:00
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command_buffer
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2020-03-29 08:34:08 +00:00
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.build()
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// cube
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.add_entity(MeshMaterialEntity::<MyMaterial> {
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mesh: cube_handle,
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2020-06-15 07:08:50 +00:00
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render_pipelines: RenderPipelines::from_handles(&[pipeline_handle]),
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2020-04-12 03:27:46 +00:00
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material,
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translation: Translation::new(0.0, 0.0, 0.0),
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2020-03-29 08:34:08 +00:00
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..Default::default()
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})
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// camera
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2020-05-30 05:07:55 +00:00
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.add_entity(PerspectiveCameraEntity {
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2020-06-07 20:39:50 +00:00
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transform: Transform::new_sync_disabled(Mat4::look_at_rh(
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2020-03-29 08:34:08 +00:00
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Vec3::new(3.0, 8.0, 5.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 1.0),
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)),
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..Default::default()
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2020-04-07 20:25:01 +00:00
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});
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2020-03-29 08:34:08 +00:00
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}
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