bevy/examples/custom_shader.rs

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Rust
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use bevy::prelude::*;
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use bevy_derive::Uniforms;
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#[derive(Uniforms, Default)]
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struct MyMaterial {
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pub color: Color,
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#[uniform(ignore, shader_def)]
pub always_red: bool,
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}
fn main() {
AppBuilder::new()
.add_defaults()
.setup_world(setup)
.setup_render_graph(|builder, pipeline_storage, shader_storage| {
builder
.add_resource_provider(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() {
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v_Position = Model * a_Pos;
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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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# ifdef MY_MATERIAL_ALWAYS_RED
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o_Target = vec4(0.8, 0.0, 0.0, 1.0);
# endif
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}
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"#,
))
.with_standard_config()
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.build(),
)
})
.run();
}
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fn setup(world: &mut World, resources: &mut Resources) {
let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
let cube_handle = mesh_storage.add(Mesh::load(MeshType::Cube));
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world
.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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renderable: Renderable {
pipelines: vec![Handle::new(2)], // TODO: make this pipeline assignment cleaner
..Default::default()
},
material: MyMaterial {
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color: Color::rgb(0.0, 0.8, 0.0).into(),
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always_red: false,
},
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translation: Translation::new(-2.0, 0.0, 0.0),
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..Default::default()
})
// cube
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.add_entity(MeshMaterialEntity::<MyMaterial> {
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mesh: cube_handle,
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renderable: Renderable {
pipelines: vec![Handle::new(2)], // TODO: make this pipeline assignment cleaner
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..Default::default()
},
material: MyMaterial {
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color: Color::rgb(0.0, 0.0, 0.0).into(),
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always_red: true,
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},
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translation: Translation::new(2.0, 0.0, 0.0),
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..Default::default()
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})
// camera
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.add_entity(CameraEntity {
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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();
}