2020-02-18 00:33:46 +00:00
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use bevy::{
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prelude::*,
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render::{
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2020-02-18 04:23:00 +00:00
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render_graph::{
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resource_name, resource_providers::UniformResourceProvider, PipelineDescriptor,
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},
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2020-02-18 00:33:46 +00:00
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Shader, ShaderStage, Vertex,
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},
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};
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use bevy_derive::Uniforms;
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2020-02-18 04:23:00 +00:00
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#[derive(Uniforms, Default)]
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2020-02-18 00:33:46 +00:00
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struct MyMaterial {
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2020-02-18 04:23:00 +00:00
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pub color: Vec4,
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2020-02-18 00:33:46 +00:00
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}
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fn main() {
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AppBuilder::new()
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.add_defaults()
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.setup_world(setup)
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.setup_render_graph(|builder, pipeline_storage, shader_storage| {
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builder
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2020-02-18 03:53:48 +00:00
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.add_resource_provider(Box::new(UniformResourceProvider::<MyMaterial>::new()))
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2020-02-18 00:33:46 +00:00
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.add_pipeline_to_pass(
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resource_name::pass::MAIN,
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pipeline_storage,
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PipelineDescriptor::build(
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2020-02-18 04:23:00 +00:00
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shader_storage,
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Shader::from_glsl(
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ShaderStage::Vertex,
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r#"
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2020-02-18 00:33:46 +00:00
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#version 450
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layout(location = 0) in vec4 a_Pos;
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layout(location = 0) out vec4 v_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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layout(set = 1, binding = 0) uniform Object {
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mat4 Model;
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};
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void main() {
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v_Position = Model * vec4(a_Pos);
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gl_Position = ViewProj * v_Position;
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}
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2020-02-18 04:23:00 +00:00
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"#,
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),
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2020-02-18 00:33:46 +00:00
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)
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2020-02-18 04:23:00 +00:00
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.with_fragment_shader(Shader::from_glsl(
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ShaderStage::Fragment,
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r#"
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2020-02-18 00:33:46 +00:00
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#version 450
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layout(location = 0) in vec4 v_Position;
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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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2020-02-18 04:23:00 +00:00
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"#,
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))
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2020-02-18 00:33:46 +00:00
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.with_depth_stencil_state(wgpu::DepthStencilStateDescriptor {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
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stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
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stencil_read_mask: 0,
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stencil_write_mask: 0,
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})
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.add_color_state(wgpu::ColorStateDescriptor {
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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color_blend: wgpu::BlendDescriptor::REPLACE,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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})
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.add_vertex_buffer_descriptor(Vertex::get_vertex_buffer_descriptor())
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.add_draw_target(resource_name::draw_target::ASSIGNED_MESHES)
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.build(),
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)
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})
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.run();
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}
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fn setup(world: &mut World) {
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let cube_handle = {
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let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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mesh_storage.add(Mesh::load(MeshType::Cube))
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};
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world
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.build()
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2020-02-18 04:23:00 +00:00
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// cube
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.add_archetype(MeshMaterialEntity::<MyMaterial> {
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2020-02-18 00:33:46 +00:00
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mesh: cube_handle,
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2020-02-18 04:23:00 +00:00
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renderable: Renderable {
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pipelines: vec![Handle::new(2)],
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..Default::default()
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},
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material: MyMaterial {
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color: Vec4::new(1.0, 0.0, 0.0, 1.0),
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},
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2020-02-18 03:15:28 +00:00
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..Default::default()
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2020-02-18 00:33:46 +00:00
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})
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// camera
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.add_archetype(CameraEntity {
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camera: Camera::new(CameraType::Projection {
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fov: std::f32::consts::PI / 4.0,
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near: 1.0,
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far: 1000.0,
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aspect_ratio: 1.0,
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}),
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active_camera: ActiveCamera,
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local_to_world: LocalToWorld(Mat4::look_at_rh(
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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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})
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.build();
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}
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