bevy/examples/custom_shader.rs

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use bevy::{
prelude::*,
render::{
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render_graph::{
resource_name, resource_providers::UniformResourceProvider, PipelineDescriptor,
},
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Shader, ShaderStage, Vertex,
},
};
use bevy_derive::Uniforms;
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#[derive(Uniforms, Default)]
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struct MyMaterial {
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pub color: Vec4,
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}
fn main() {
AppBuilder::new()
.add_defaults()
.setup_world(setup)
.setup_render_graph(|builder, pipeline_storage, shader_storage| {
builder
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.add_resource_provider(Box::new(UniformResourceProvider::<MyMaterial>::new()))
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.add_pipeline_to_pass(
resource_name::pass::MAIN,
pipeline_storage,
PipelineDescriptor::build(
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shader_storage,
Shader::from_glsl(
ShaderStage::Vertex,
r#"
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#version 450
layout(location = 0) in vec4 a_Pos;
layout(location = 0) out vec4 v_Position;
layout(set = 0, binding = 0) uniform Camera {
mat4 ViewProj;
};
layout(set = 1, binding = 0) uniform Object {
mat4 Model;
};
void main() {
v_Position = Model * vec4(a_Pos);
gl_Position = ViewProj * v_Position;
}
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"#,
),
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)
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.with_fragment_shader(Shader::from_glsl(
ShaderStage::Fragment,
r#"
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#version 450
layout(location = 0) in vec4 v_Position;
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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"#,
))
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.with_depth_stencil_state(wgpu::DepthStencilStateDescriptor {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
})
.add_color_state(wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
})
.add_vertex_buffer_descriptor(Vertex::get_vertex_buffer_descriptor())
.add_draw_target(resource_name::draw_target::ASSIGNED_MESHES)
.build(),
)
})
.run();
}
fn setup(world: &mut World) {
let cube_handle = {
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
mesh_storage.add(Mesh::load(MeshType::Cube))
};
world
.build()
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// cube
.add_archetype(MeshMaterialEntity::<MyMaterial> {
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mesh: cube_handle,
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renderable: Renderable {
pipelines: vec![Handle::new(2)],
..Default::default()
},
material: MyMaterial {
color: Vec4::new(1.0, 0.0, 0.0, 1.0),
},
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..Default::default()
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})
// camera
.add_archetype(CameraEntity {
camera: Camera::new(CameraType::Projection {
fov: std::f32::consts::PI / 4.0,
near: 1.0,
far: 1000.0,
aspect_ratio: 1.0,
}),
active_camera: ActiveCamera,
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),
)),
})
.build();
}