mirror of
https://github.com/bevyengine/bevy
synced 2024-11-24 21:53:07 +00:00
add some more pipelined-rendering shader examples (#3041)
based on #3031 Adds some examples showing of how to use the new pipelined rendering for custom shaders. - a minimal shader example which doesn't use render assets - the same but using glsl - an example showing how to render instanced data - a shader which uses the seconds since startup to animate some textures Instancing shader: ![grafik](https://user-images.githubusercontent.com/22177966/139299294-e176b62a-53d1-4287-9a66-02fb55affc02.png) Animated shader: ![animate_shader](https://user-images.githubusercontent.com/22177966/139299718-2940c0f3-8480-4ee0-98d7-b6ba40dc1472.gif) (the gif makes it look a bit ugly) Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This commit is contained in:
parent
f3fba09615
commit
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13 changed files with 1070 additions and 26 deletions
17
Cargo.toml
17
Cargo.toml
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@ -102,6 +102,7 @@ anyhow = "1.0.4"
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rand = "0.8.0"
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ron = "0.7.0"
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serde = { version = "1", features = ["derive"] }
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bytemuck = "1.7"
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# Needed to poll Task examples
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futures-lite = "1.11.3"
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@ -418,6 +419,22 @@ path = "examples/shader/shader_defs.rs"
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name = "shader_material"
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path = "examples/shader/shader_material.rs"
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[[example]]
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name = "shader_material_glsl"
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path = "examples/shader/shader_material_glsl.rs"
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[[example]]
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name = "shader_instancing"
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path = "examples/shader/shader_instancing.rs"
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[[example]]
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name = "animate_shader"
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path = "examples/shader/animate_shader.rs"
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[[example]]
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name = "compute_shader_game_of_life"
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path = "examples/shader/compute_shader_game_of_life.rs"
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# Tools
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[[example]]
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name = "bevymark"
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72
assets/shaders/animate_shader.wgsl
Normal file
72
assets/shaders/animate_shader.wgsl
Normal file
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@ -0,0 +1,72 @@
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#import bevy_pbr::mesh_view_bind_group
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#import bevy_pbr::mesh_struct
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[[group(1), binding(0)]]
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var<uniform> mesh: Mesh;
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struct Vertex {
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[[location(0)]] position: vec3<f32>;
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[[location(1)]] normal: vec3<f32>;
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[[location(2)]] uv: vec2<f32>;
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};
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struct VertexOutput {
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[[builtin(position)]] clip_position: vec4<f32>;
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[[location(0)]] uv: vec2<f32>;
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};
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[[stage(vertex)]]
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fn vertex(vertex: Vertex) -> VertexOutput {
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let world_position = mesh.model * vec4<f32>(vertex.position, 1.0);
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var out: VertexOutput;
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out.clip_position = view.view_proj * world_position;
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out.uv = vertex.uv;
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return out;
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}
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struct Time {
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time_since_startup: f32;
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};
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[[group(2), binding(0)]]
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var<uniform> time: Time;
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fn oklab_to_linear_srgb(c: vec3<f32>) -> vec3<f32> {
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let L = c.x;
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let a = c.y;
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let b = c.z;
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let l_ = L + 0.3963377774 * a + 0.2158037573 * b;
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let m_ = L - 0.1055613458 * a - 0.0638541728 * b;
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let s_ = L - 0.0894841775 * a - 1.2914855480 * b;
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let l = l_*l_*l_;
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let m = m_*m_*m_;
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let s = s_*s_*s_;
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return vec3<f32>(
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4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,
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-1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,
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-0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s,
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);
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}
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[[stage(fragment)]]
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fn fragment(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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let speed = 2.0;
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let t_1 = sin(time.time_since_startup * speed) * 0.5 + 0.5;
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let t_2 = cos(time.time_since_startup * speed);
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let distance_to_center = distance(in.uv, vec2<f32>(0.5)) * 1.4;
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// blending is done in a perceptual color space: https://bottosson.github.io/posts/oklab/
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let red = vec3<f32>(0.627955, 0.224863, 0.125846);
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let green = vec3<f32>(0.86644, -0.233887, 0.179498);
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let blue = vec3<f32>(0.701674, 0.274566, -0.169156);
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let white = vec3<f32>(1.0, 0.0, 0.0);
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let mixed = mix(mix(red, blue, t_1), mix(green, white, t_2), distance_to_center);
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return vec4<f32>(oklab_to_linear_srgb(mixed), 1.0);
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}
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11
assets/shaders/custom_material.frag
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11
assets/shaders/custom_material.frag
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@ -0,0 +1,11 @@
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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 = 0) uniform CustomMaterial {
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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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26
assets/shaders/custom_material.vert
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26
assets/shaders/custom_material.vert
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@ -0,0 +1,26 @@
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#version 450
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layout(location = 0) in vec3 Vertex_Position;
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layout(location = 1) in vec3 Vertex_Normal;
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layout(location = 2) in vec2 Vertex_Uv;
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layout(set = 0, binding = 0) uniform CameraViewProj {
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mat4 ViewProj;
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mat4 InverseView;
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mat4 Projection;
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vec3 WorldPosition;
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float near;
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float far;
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float width;
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float height;
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};
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layout(set = 2, binding = 0) uniform Mesh {
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mat4 Model;
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mat4 InverseTransposeModel;
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uint flags;
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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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67
assets/shaders/game_of_life.wgsl
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67
assets/shaders/game_of_life.wgsl
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@ -0,0 +1,67 @@
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[[group(0), binding(0)]]
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var texture: texture_storage_2d<rgba8unorm, read_write>;
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fn hash(value: u32) -> u32 {
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var state = value;
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state = state ^ 2747636419u;
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state = state * 2654435769u;
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state = state ^ state >> 16u;
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state = state * 2654435769u;
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state = state ^ state >> 16u;
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state = state * 2654435769u;
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return state;
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}
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fn randomFloat(value: u32) -> f32 {
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return f32(hash(value)) / 4294967295.0;
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}
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[[stage(compute), workgroup_size(8, 8, 1)]]
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fn init([[builtin(global_invocation_id)]] invocation_id: vec3<u32>, [[builtin(num_workgroups)]] num_workgroups: vec3<u32>) {
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let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y));
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let location_f32 = vec2<f32>(f32(invocation_id.x), f32(invocation_id.y));
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let randomNumber = randomFloat(invocation_id.y * num_workgroups.x + invocation_id.x);
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let alive = randomNumber > 0.9;
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let color = vec4<f32>(f32(alive));
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textureStore(texture, location, color);
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}
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fn get(location: vec2<i32>, offset_x: i32, offset_y: i32) -> i32 {
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let value: vec4<f32> = textureLoad(texture, location + vec2<i32>(offset_x, offset_y));
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return i32(value.x);
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}
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fn count_alive(location: vec2<i32>) -> i32 {
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return get(location, -1, -1) +
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get(location, -1, 0) +
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get(location, -1, 1) +
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get(location, 0, -1) +
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get(location, 0, 1) +
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get(location, 1, -1) +
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get(location, 1, 0) +
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get(location, 1, 1);
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}
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[[stage(compute), workgroup_size(8, 8, 1)]]
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fn update([[builtin(global_invocation_id)]] invocation_id: vec3<u32>) {
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let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y));
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let n_alive = count_alive(location);
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let color = vec4<f32>(f32(n_alive) / 8.0);
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var alive: bool;
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if (n_alive == 3) {
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alive = true;
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} else if (n_alive == 2) {
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let currently_alive = get(location, 0, 0);
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alive = bool(currently_alive);
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} else {
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alive = false;
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}
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storageBarrier();
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textureStore(texture, location, vec4<f32>(f32(alive)));
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}
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@ -1,11 +0,0 @@
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#version 450
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layout(location = 0) out vec4 o_Target;
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layout(set = 2, binding = 0) 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 * 0.5;
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}
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@ -1,15 +0,0 @@
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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 CameraViewProj {
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mat4 ViewProj;
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};
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layout(set = 1, binding = 0) uniform Transform {
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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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35
assets/shaders/instancing.wgsl
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35
assets/shaders/instancing.wgsl
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@ -0,0 +1,35 @@
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#import bevy_pbr::mesh_view_bind_group
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#import bevy_pbr::mesh_struct
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[[group(1), binding(0)]]
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var<uniform> mesh: Mesh;
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struct Vertex {
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[[location(0)]] position: vec3<f32>;
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[[location(1)]] normal: vec3<f32>;
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[[location(2)]] uv: vec2<f32>;
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[[location(3)]] i_pos_scale: vec4<f32>;
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[[location(4)]] i_color: vec4<f32>;
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};
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struct VertexOutput {
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[[builtin(position)]] clip_position: vec4<f32>;
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[[location(0)]] color: vec4<f32>;
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};
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[[stage(vertex)]]
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fn vertex(vertex: Vertex) -> VertexOutput {
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let position = vertex.position * vertex.i_pos_scale.w + vertex.i_pos_scale.xyz;
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let world_position = mesh.model * vec4<f32>(position, 1.0);
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var out: VertexOutput;
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out.clip_position = view.view_proj * world_position;
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out.color = vertex.i_color;
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return out;
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}
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[[stage(fragment)]]
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fn fragment(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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return in.color;
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}
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@ -215,6 +215,10 @@ Example | File | Description
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Example | File | Description
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--- | --- | ---
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`shader_material` | [`shader/shader_material.rs`](./shader/shader_material.rs) | Illustrates creating a custom material and a shader that uses it
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`shader_material_glsl` | [`shader/shader_material_glsl.rs`](./shader/shader_material_glsl.rs) | A custom shader using the GLSL shading language.
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`shader_instancing` | [`shader/shader_instancing.rs`](./shader/shader_instancing.rs) | A custom shader showing off rendering a mesh multiple times in one draw call.
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`animate_shader` | [`shader/animate_shader.rs`](./shader/animate_shader.rs) | Shows how to pass changing data like the time since startup into a shader.
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`compute_shader_game_of_life` | [`shader/compute_shader_game_of_life.rs`](./shader/compute_shader_game_of_life.rs) | A compute shader simulating Conway's Game of Life
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`shader_defs` | [`shader/shader_defs.rs`](./shader/shader_defs.rs) | Demonstrates creating a custom material that uses "shaders defs" (a tool to selectively toggle parts of a shader)
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## Tests
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249
examples/shader/animate_shader.rs
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249
examples/shader/animate_shader.rs
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@ -0,0 +1,249 @@
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use bevy::{
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core_pipeline::Transparent3d,
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ecs::system::{lifetimeless::SRes, SystemParamItem},
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pbr::{
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DrawMesh, MeshPipeline, MeshPipelineKey, MeshUniform, SetMeshBindGroup,
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SetMeshViewBindGroup,
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},
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prelude::*,
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render::{
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render_phase::{
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AddRenderCommand, DrawFunctions, EntityRenderCommand, RenderCommandResult, RenderPhase,
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SetItemPipeline, TrackedRenderPass,
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},
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render_resource::*,
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renderer::{RenderDevice, RenderQueue},
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view::{ComputedVisibility, ExtractedView, Msaa, Visibility},
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RenderApp, RenderStage,
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},
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugin(CustomMaterialPlugin)
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.add_startup_system(setup)
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.run();
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}
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fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
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// cube
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commands.spawn().insert_bundle((
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meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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Transform::from_xyz(0.0, 0.5, 0.0),
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GlobalTransform::default(),
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CustomMaterial,
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Visibility::default(),
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ComputedVisibility::default(),
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));
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// camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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});
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}
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#[derive(Component)]
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struct CustomMaterial;
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pub struct CustomMaterialPlugin;
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impl Plugin for CustomMaterialPlugin {
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fn build(&self, app: &mut App) {
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let render_device = app.world.get_resource::<RenderDevice>().unwrap();
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let buffer = render_device.create_buffer(&BufferDescriptor {
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label: Some("time uniform buffer"),
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size: std::mem::size_of::<f32>() as u64,
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usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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app.sub_app_mut(RenderApp)
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.add_render_command::<Transparent3d, DrawCustom>()
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.insert_resource(TimeMeta {
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buffer,
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bind_group: None,
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})
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.init_resource::<CustomPipeline>()
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.init_resource::<SpecializedPipelines<CustomPipeline>>()
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.add_system_to_stage(RenderStage::Extract, extract_time)
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.add_system_to_stage(RenderStage::Extract, extract_custom_material)
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.add_system_to_stage(RenderStage::Prepare, prepare_time)
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.add_system_to_stage(RenderStage::Queue, queue_custom)
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.add_system_to_stage(RenderStage::Queue, queue_time_bind_group);
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}
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}
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// extract the `CustomMaterial` component into the render world
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fn extract_custom_material(
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mut commands: Commands,
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mut previous_len: Local<usize>,
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mut query: Query<Entity, With<CustomMaterial>>,
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) {
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let mut values = Vec::with_capacity(*previous_len);
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for entity in query.iter_mut() {
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values.push((entity, (CustomMaterial,)));
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}
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*previous_len = values.len();
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commands.insert_or_spawn_batch(values);
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}
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// add each entity with a mesh and a `CustomMaterial` to every view's `Transparent3d` render phase using the `CustomPipeline`
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fn queue_custom(
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transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
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custom_pipeline: Res<CustomPipeline>,
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msaa: Res<Msaa>,
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mut pipelines: ResMut<SpecializedPipelines<CustomPipeline>>,
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mut pipeline_cache: ResMut<RenderPipelineCache>,
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material_meshes: Query<(Entity, &MeshUniform), (With<Handle<Mesh>>, With<CustomMaterial>)>,
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mut views: Query<(&ExtractedView, &mut RenderPhase<Transparent3d>)>,
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) {
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let draw_custom = transparent_3d_draw_functions
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.read()
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.get_id::<DrawCustom>()
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.unwrap();
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let key = MeshPipelineKey::from_msaa_samples(msaa.samples)
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| MeshPipelineKey::from_primitive_topology(PrimitiveTopology::TriangleList);
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let pipeline = pipelines.specialize(&mut pipeline_cache, &custom_pipeline, key);
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for (view, mut transparent_phase) in views.iter_mut() {
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let view_matrix = view.transform.compute_matrix();
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let view_row_2 = view_matrix.row(2);
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for (entity, mesh_uniform) in material_meshes.iter() {
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transparent_phase.add(Transparent3d {
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entity,
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pipeline,
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draw_function: draw_custom,
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distance: view_row_2.dot(mesh_uniform.transform.col(3)),
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});
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}
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}
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}
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#[derive(Default)]
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struct ExtractedTime {
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seconds_since_startup: f32,
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}
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// extract the passed time into a resource in the render world
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fn extract_time(mut commands: Commands, time: Res<Time>) {
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commands.insert_resource(ExtractedTime {
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||||
seconds_since_startup: time.seconds_since_startup() as f32,
|
||||
});
|
||||
}
|
||||
|
||||
struct TimeMeta {
|
||||
buffer: Buffer,
|
||||
bind_group: Option<BindGroup>,
|
||||
}
|
||||
|
||||
// write the extracted time into the corresponding uniform buffer
|
||||
fn prepare_time(
|
||||
time: Res<ExtractedTime>,
|
||||
time_meta: ResMut<TimeMeta>,
|
||||
render_queue: Res<RenderQueue>,
|
||||
) {
|
||||
render_queue.write_buffer(
|
||||
&time_meta.buffer,
|
||||
0,
|
||||
bevy::core::cast_slice(&[time.seconds_since_startup]),
|
||||
);
|
||||
}
|
||||
|
||||
// create a bind group for the time uniform buffer
|
||||
fn queue_time_bind_group(
|
||||
render_device: Res<RenderDevice>,
|
||||
mut time_meta: ResMut<TimeMeta>,
|
||||
pipeline: Res<CustomPipeline>,
|
||||
) {
|
||||
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
|
||||
label: None,
|
||||
layout: &pipeline.time_bind_group_layout,
|
||||
entries: &[BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: time_meta.buffer.as_entire_binding(),
|
||||
}],
|
||||
});
|
||||
time_meta.bind_group = Some(bind_group);
|
||||
}
|
||||
|
||||
pub struct CustomPipeline {
|
||||
shader: Handle<Shader>,
|
||||
mesh_pipeline: MeshPipeline,
|
||||
time_bind_group_layout: BindGroupLayout,
|
||||
}
|
||||
|
||||
impl FromWorld for CustomPipeline {
|
||||
fn from_world(world: &mut World) -> Self {
|
||||
let world = world.cell();
|
||||
let asset_server = world.get_resource::<AssetServer>().unwrap();
|
||||
let shader = asset_server.load("shaders/animate_shader.wgsl");
|
||||
|
||||
let render_device = world.get_resource_mut::<RenderDevice>().unwrap();
|
||||
let time_bind_group_layout =
|
||||
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
|
||||
label: Some("time bind group"),
|
||||
entries: &[BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: ShaderStages::FRAGMENT,
|
||||
ty: BindingType::Buffer {
|
||||
ty: BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: BufferSize::new(std::mem::size_of::<f32>() as u64),
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
});
|
||||
|
||||
let mesh_pipeline = world.get_resource::<MeshPipeline>().unwrap();
|
||||
|
||||
CustomPipeline {
|
||||
shader,
|
||||
mesh_pipeline: mesh_pipeline.clone(),
|
||||
time_bind_group_layout,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl SpecializedPipeline for CustomPipeline {
|
||||
type Key = MeshPipelineKey;
|
||||
|
||||
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
|
||||
let mut descriptor = self.mesh_pipeline.specialize(key);
|
||||
descriptor.vertex.shader = self.shader.clone();
|
||||
descriptor.fragment.as_mut().unwrap().shader = self.shader.clone();
|
||||
descriptor.layout = Some(vec![
|
||||
self.mesh_pipeline.view_layout.clone(),
|
||||
self.mesh_pipeline.mesh_layout.clone(),
|
||||
self.time_bind_group_layout.clone(),
|
||||
]);
|
||||
descriptor
|
||||
}
|
||||
}
|
||||
|
||||
type DrawCustom = (
|
||||
SetItemPipeline,
|
||||
SetMeshViewBindGroup<0>,
|
||||
SetMeshBindGroup<1>,
|
||||
SetTimeBindGroup<2>,
|
||||
DrawMesh,
|
||||
);
|
||||
|
||||
struct SetTimeBindGroup<const I: usize>;
|
||||
impl<const I: usize> EntityRenderCommand for SetTimeBindGroup<I> {
|
||||
type Param = SRes<TimeMeta>;
|
||||
|
||||
fn render<'w>(
|
||||
_view: Entity,
|
||||
_item: Entity,
|
||||
time_meta: SystemParamItem<'w, '_, Self::Param>,
|
||||
pass: &mut TrackedRenderPass<'w>,
|
||||
) -> RenderCommandResult {
|
||||
let time_bind_group = time_meta.into_inner().bind_group.as_ref().unwrap();
|
||||
pass.set_bind_group(I, time_bind_group, &[]);
|
||||
|
||||
RenderCommandResult::Success
|
||||
}
|
||||
}
|
209
examples/shader/compute_shader_game_of_life.rs
Normal file
209
examples/shader/compute_shader_game_of_life.rs
Normal file
|
@ -0,0 +1,209 @@
|
|||
use bevy::{
|
||||
core_pipeline::node::MAIN_PASS_DEPENDENCIES,
|
||||
prelude::*,
|
||||
render::{
|
||||
render_asset::RenderAssets,
|
||||
render_graph::{self, RenderGraph},
|
||||
render_resource::*,
|
||||
renderer::{RenderContext, RenderDevice},
|
||||
RenderApp, RenderStage,
|
||||
},
|
||||
window::WindowDescriptor,
|
||||
};
|
||||
|
||||
const SIZE: (u32, u32) = (1280, 720);
|
||||
const WORKGROUP_SIZE: u32 = 8;
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.insert_resource(ClearColor(Color::BLACK))
|
||||
.insert_resource(WindowDescriptor {
|
||||
// uncomment for unthrottled FPS
|
||||
// vsync: false,
|
||||
..Default::default()
|
||||
})
|
||||
.add_plugins(DefaultPlugins)
|
||||
.add_plugin(GameOfLifeComputePlugin)
|
||||
.add_startup_system(setup)
|
||||
.run();
|
||||
}
|
||||
|
||||
fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
|
||||
let mut image = Image::new_fill(
|
||||
Extent3d {
|
||||
width: SIZE.0,
|
||||
height: SIZE.1,
|
||||
depth_or_array_layers: 1,
|
||||
},
|
||||
TextureDimension::D2,
|
||||
&[0, 0, 0, 255],
|
||||
TextureFormat::Rgba8Unorm,
|
||||
);
|
||||
image.texture_descriptor.usage =
|
||||
TextureUsages::COPY_DST | TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING;
|
||||
let image = images.add(image);
|
||||
|
||||
commands.spawn_bundle(SpriteBundle {
|
||||
sprite: Sprite {
|
||||
custom_size: Some(Vec2::new(SIZE.0 as f32, SIZE.1 as f32)),
|
||||
..Default::default()
|
||||
},
|
||||
texture: image.clone(),
|
||||
..Default::default()
|
||||
});
|
||||
commands.spawn_bundle(OrthographicCameraBundle::new_2d());
|
||||
|
||||
commands.insert_resource(GameOfLifeImage(image))
|
||||
}
|
||||
|
||||
pub struct GameOfLifeComputePlugin;
|
||||
|
||||
impl Plugin for GameOfLifeComputePlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
let render_app = app.sub_app_mut(RenderApp);
|
||||
render_app
|
||||
.init_resource::<GameOfLifePipeline>()
|
||||
.add_system_to_stage(RenderStage::Extract, extract_game_of_life_image)
|
||||
.add_system_to_stage(RenderStage::Queue, queue_bind_group);
|
||||
|
||||
let mut render_graph = render_app.world.get_resource_mut::<RenderGraph>().unwrap();
|
||||
render_graph.add_node("game_of_life", DispatchGameOfLife::default());
|
||||
render_graph
|
||||
.add_node_edge("game_of_life", MAIN_PASS_DEPENDENCIES)
|
||||
.unwrap();
|
||||
}
|
||||
}
|
||||
|
||||
struct GameOfLifeImage(Handle<Image>);
|
||||
struct GameOfLifeImageBindGroup(BindGroup);
|
||||
|
||||
fn extract_game_of_life_image(mut commands: Commands, image: Res<GameOfLifeImage>) {
|
||||
commands.insert_resource(GameOfLifeImage(image.0.clone()));
|
||||
}
|
||||
fn queue_bind_group(
|
||||
mut commands: Commands,
|
||||
pipeline: Res<GameOfLifePipeline>,
|
||||
gpu_images: Res<RenderAssets<Image>>,
|
||||
game_of_life_image: Res<GameOfLifeImage>,
|
||||
render_device: Res<RenderDevice>,
|
||||
) {
|
||||
let view = &gpu_images[&game_of_life_image.0];
|
||||
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
|
||||
label: None,
|
||||
layout: &pipeline.texture_bind_group_layout,
|
||||
entries: &[BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: BindingResource::TextureView(&view.texture_view),
|
||||
}],
|
||||
});
|
||||
commands.insert_resource(GameOfLifeImageBindGroup(bind_group));
|
||||
}
|
||||
|
||||
pub struct GameOfLifePipeline {
|
||||
sim_pipeline: ComputePipeline,
|
||||
init_pipeline: ComputePipeline,
|
||||
texture_bind_group_layout: BindGroupLayout,
|
||||
}
|
||||
|
||||
impl FromWorld for GameOfLifePipeline {
|
||||
fn from_world(world: &mut World) -> Self {
|
||||
let render_device = world.get_resource::<RenderDevice>().unwrap();
|
||||
|
||||
let shader_source = include_str!("../../assets/shaders/game_of_life.wgsl");
|
||||
let shader = render_device.create_shader_module(&ShaderModuleDescriptor {
|
||||
label: None,
|
||||
source: ShaderSource::Wgsl(shader_source.into()),
|
||||
});
|
||||
|
||||
let texture_bind_group_layout =
|
||||
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
|
||||
label: None,
|
||||
entries: &[BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: BindingType::StorageTexture {
|
||||
access: StorageTextureAccess::ReadWrite,
|
||||
format: TextureFormat::Rgba8Unorm,
|
||||
view_dimension: TextureViewDimension::D2,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
});
|
||||
|
||||
let pipeline_layout = render_device.create_pipeline_layout(&PipelineLayoutDescriptor {
|
||||
label: None,
|
||||
bind_group_layouts: &[&texture_bind_group_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
let init_pipeline = render_device.create_compute_pipeline(&ComputePipelineDescriptor {
|
||||
label: None,
|
||||
layout: Some(&pipeline_layout),
|
||||
module: &shader,
|
||||
entry_point: "init",
|
||||
});
|
||||
let sim_pipeline = render_device.create_compute_pipeline(&ComputePipelineDescriptor {
|
||||
label: None,
|
||||
layout: Some(&pipeline_layout),
|
||||
module: &shader,
|
||||
entry_point: "update",
|
||||
});
|
||||
|
||||
GameOfLifePipeline {
|
||||
sim_pipeline,
|
||||
init_pipeline,
|
||||
texture_bind_group_layout,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
enum Initialized {
|
||||
Default,
|
||||
No,
|
||||
Yes,
|
||||
}
|
||||
|
||||
struct DispatchGameOfLife {
|
||||
initialized: Initialized,
|
||||
}
|
||||
impl Default for DispatchGameOfLife {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
initialized: Initialized::Default,
|
||||
}
|
||||
}
|
||||
}
|
||||
impl render_graph::Node for DispatchGameOfLife {
|
||||
fn update(&mut self, _world: &mut World) {
|
||||
match self.initialized {
|
||||
Initialized::Default => self.initialized = Initialized::No,
|
||||
Initialized::No => self.initialized = Initialized::Yes,
|
||||
Initialized::Yes => {}
|
||||
}
|
||||
}
|
||||
|
||||
fn run(
|
||||
&self,
|
||||
_graph: &mut render_graph::RenderGraphContext,
|
||||
render_context: &mut RenderContext,
|
||||
world: &World,
|
||||
) -> Result<(), render_graph::NodeRunError> {
|
||||
let pipeline = world.get_resource::<GameOfLifePipeline>().unwrap();
|
||||
let texture_bind_group = &world.get_resource::<GameOfLifeImageBindGroup>().unwrap().0;
|
||||
|
||||
let mut pass = render_context
|
||||
.command_encoder
|
||||
.begin_compute_pass(&ComputePassDescriptor::default());
|
||||
|
||||
if let Initialized::No = self.initialized {
|
||||
pass.set_pipeline(&pipeline.init_pipeline);
|
||||
pass.set_bind_group(0, texture_bind_group, &[]);
|
||||
pass.dispatch(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
|
||||
}
|
||||
|
||||
pass.set_pipeline(&pipeline.sim_pipeline);
|
||||
pass.set_bind_group(0, texture_bind_group, &[]);
|
||||
pass.dispatch(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
250
examples/shader/shader_instancing.rs
Normal file
250
examples/shader/shader_instancing.rs
Normal file
|
@ -0,0 +1,250 @@
|
|||
use bevy::{
|
||||
core_pipeline::Transparent3d,
|
||||
ecs::system::{lifetimeless::*, SystemParamItem},
|
||||
math::prelude::*,
|
||||
pbr::{MeshPipeline, MeshPipelineKey, MeshUniform, SetMeshBindGroup, SetMeshViewBindGroup},
|
||||
prelude::*,
|
||||
render::{
|
||||
mesh::GpuBufferInfo,
|
||||
render_asset::RenderAssets,
|
||||
render_component::{ExtractComponent, ExtractComponentPlugin},
|
||||
render_phase::{
|
||||
AddRenderCommand, DrawFunctions, EntityRenderCommand, RenderCommandResult, RenderPhase,
|
||||
SetItemPipeline, TrackedRenderPass,
|
||||
},
|
||||
render_resource::*,
|
||||
renderer::RenderDevice,
|
||||
view::{ComputedVisibility, ExtractedView, Msaa, Visibility},
|
||||
RenderApp, RenderStage,
|
||||
},
|
||||
};
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins(DefaultPlugins)
|
||||
.add_plugin(CustomMaterialPlugin)
|
||||
.add_startup_system(setup)
|
||||
.run();
|
||||
}
|
||||
|
||||
fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
|
||||
commands.spawn().insert_bundle((
|
||||
meshes.add(Mesh::from(shape::Cube { size: 0.5 })),
|
||||
Transform::from_xyz(0.0, 0.0, 0.0),
|
||||
GlobalTransform::default(),
|
||||
InstanceMaterialData(
|
||||
(1..=10)
|
||||
.flat_map(|x| (1..=10).map(move |y| (x as f32 / 10.0, y as f32 / 10.0)))
|
||||
.map(|(x, y)| InstanceData {
|
||||
position: Vec3::new(x * 10.0 - 5.0, y * 10.0 - 5.0, 0.0),
|
||||
scale: 1.0,
|
||||
color: Color::hsla(x * 360., y, 0.5, 1.0).as_rgba_f32(),
|
||||
})
|
||||
.collect(),
|
||||
),
|
||||
Visibility::default(),
|
||||
ComputedVisibility::default(),
|
||||
));
|
||||
|
||||
// camera
|
||||
commands.spawn_bundle(PerspectiveCameraBundle {
|
||||
transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..Default::default()
|
||||
});
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
struct InstanceMaterialData(Vec<InstanceData>);
|
||||
impl ExtractComponent for InstanceMaterialData {
|
||||
type Query = &'static InstanceMaterialData;
|
||||
type Filter = ();
|
||||
|
||||
fn extract_component(item: bevy::ecs::query::QueryItem<Self::Query>) -> Self {
|
||||
InstanceMaterialData(item.0.clone())
|
||||
}
|
||||
}
|
||||
|
||||
pub struct CustomMaterialPlugin;
|
||||
|
||||
impl Plugin for CustomMaterialPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_plugin(ExtractComponentPlugin::<InstanceMaterialData>::default());
|
||||
app.sub_app_mut(RenderApp)
|
||||
.add_render_command::<Transparent3d, DrawCustom>()
|
||||
.init_resource::<CustomPipeline>()
|
||||
.init_resource::<SpecializedPipelines<CustomPipeline>>()
|
||||
.add_system_to_stage(RenderStage::Queue, queue_custom)
|
||||
.add_system_to_stage(RenderStage::Prepare, prepare_instance_buffers);
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, Pod, Zeroable)]
|
||||
#[repr(C)]
|
||||
struct InstanceData {
|
||||
position: Vec3,
|
||||
scale: f32,
|
||||
color: [f32; 4],
|
||||
}
|
||||
|
||||
fn queue_custom(
|
||||
transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
|
||||
custom_pipeline: Res<CustomPipeline>,
|
||||
msaa: Res<Msaa>,
|
||||
mut pipelines: ResMut<SpecializedPipelines<CustomPipeline>>,
|
||||
mut pipeline_cache: ResMut<RenderPipelineCache>,
|
||||
material_meshes: Query<
|
||||
(Entity, &MeshUniform),
|
||||
(With<Handle<Mesh>>, With<InstanceMaterialData>),
|
||||
>,
|
||||
mut views: Query<(&ExtractedView, &mut RenderPhase<Transparent3d>)>,
|
||||
) {
|
||||
let draw_custom = transparent_3d_draw_functions
|
||||
.read()
|
||||
.get_id::<DrawCustom>()
|
||||
.unwrap();
|
||||
|
||||
let key = MeshPipelineKey::from_msaa_samples(msaa.samples)
|
||||
| MeshPipelineKey::from_primitive_topology(PrimitiveTopology::TriangleList);
|
||||
let pipeline = pipelines.specialize(&mut pipeline_cache, &custom_pipeline, key);
|
||||
|
||||
for (view, mut transparent_phase) in views.iter_mut() {
|
||||
let view_matrix = view.transform.compute_matrix();
|
||||
let view_row_2 = view_matrix.row(2);
|
||||
for (entity, mesh_uniform) in material_meshes.iter() {
|
||||
transparent_phase.add(Transparent3d {
|
||||
entity,
|
||||
pipeline,
|
||||
draw_function: draw_custom,
|
||||
distance: view_row_2.dot(mesh_uniform.transform.col(3)),
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct InstanceBuffer {
|
||||
buffer: Buffer,
|
||||
length: usize,
|
||||
}
|
||||
|
||||
fn prepare_instance_buffers(
|
||||
mut commands: Commands,
|
||||
query: Query<(Entity, &InstanceMaterialData)>,
|
||||
render_device: Res<RenderDevice>,
|
||||
) {
|
||||
for (entity, instance_data) in query.iter() {
|
||||
let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
|
||||
label: Some("instance data buffer"),
|
||||
contents: bytemuck::cast_slice(instance_data.0.as_slice()),
|
||||
usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
|
||||
});
|
||||
commands.entity(entity).insert(InstanceBuffer {
|
||||
buffer,
|
||||
length: instance_data.0.len(),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
pub struct CustomPipeline {
|
||||
shader: Handle<Shader>,
|
||||
mesh_pipeline: MeshPipeline,
|
||||
}
|
||||
|
||||
impl FromWorld for CustomPipeline {
|
||||
fn from_world(world: &mut World) -> Self {
|
||||
let world = world.cell();
|
||||
let asset_server = world.get_resource::<AssetServer>().unwrap();
|
||||
asset_server.watch_for_changes().unwrap();
|
||||
let shader = asset_server.load("shaders/instancing.wgsl");
|
||||
|
||||
let mesh_pipeline = world.get_resource::<MeshPipeline>().unwrap();
|
||||
|
||||
CustomPipeline {
|
||||
shader,
|
||||
mesh_pipeline: mesh_pipeline.clone(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl SpecializedPipeline for CustomPipeline {
|
||||
type Key = MeshPipelineKey;
|
||||
|
||||
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
|
||||
let mut descriptor = self.mesh_pipeline.specialize(key);
|
||||
descriptor.vertex.shader = self.shader.clone();
|
||||
descriptor.vertex.buffers.push(VertexBufferLayout {
|
||||
array_stride: std::mem::size_of::<InstanceData>() as u64,
|
||||
step_mode: VertexStepMode::Instance,
|
||||
attributes: vec![
|
||||
VertexAttribute {
|
||||
format: VertexFormat::Float32x4,
|
||||
offset: 0,
|
||||
shader_location: 3, // shader locations 0-2 are taken up by Position, Normal and UV attributes
|
||||
},
|
||||
VertexAttribute {
|
||||
format: VertexFormat::Float32x4,
|
||||
offset: VertexFormat::Float32x4.size(),
|
||||
shader_location: 4,
|
||||
},
|
||||
],
|
||||
});
|
||||
descriptor.fragment.as_mut().unwrap().shader = self.shader.clone();
|
||||
descriptor.layout = Some(vec![
|
||||
self.mesh_pipeline.view_layout.clone(),
|
||||
self.mesh_pipeline.mesh_layout.clone(),
|
||||
]);
|
||||
|
||||
descriptor
|
||||
}
|
||||
}
|
||||
|
||||
type DrawCustom = (
|
||||
SetItemPipeline,
|
||||
SetMeshViewBindGroup<0>,
|
||||
SetMeshBindGroup<1>,
|
||||
DrawMeshInstanced,
|
||||
);
|
||||
|
||||
pub struct DrawMeshInstanced;
|
||||
impl EntityRenderCommand for DrawMeshInstanced {
|
||||
type Param = (
|
||||
SRes<RenderAssets<Mesh>>,
|
||||
SQuery<Read<Handle<Mesh>>>,
|
||||
SQuery<Read<InstanceBuffer>>,
|
||||
);
|
||||
#[inline]
|
||||
fn render<'w>(
|
||||
_view: Entity,
|
||||
item: Entity,
|
||||
(meshes, mesh_query, instance_buffer_query): SystemParamItem<'w, '_, Self::Param>,
|
||||
pass: &mut TrackedRenderPass<'w>,
|
||||
) -> RenderCommandResult {
|
||||
let mesh_handle = mesh_query.get(item).unwrap();
|
||||
let instance_buffer = instance_buffer_query.get(item).unwrap();
|
||||
|
||||
let gpu_mesh = match meshes.into_inner().get(mesh_handle) {
|
||||
Some(gpu_mesh) => gpu_mesh,
|
||||
None => return RenderCommandResult::Failure,
|
||||
};
|
||||
|
||||
pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
|
||||
pass.set_vertex_buffer(1, instance_buffer.buffer.slice(..));
|
||||
|
||||
pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
|
||||
match &gpu_mesh.buffer_info {
|
||||
GpuBufferInfo::Indexed {
|
||||
buffer,
|
||||
index_format,
|
||||
count,
|
||||
} => {
|
||||
pass.set_index_buffer(buffer.slice(..), 0, *index_format);
|
||||
pass.draw_indexed(0..*count, 0, 0..instance_buffer.length as u32);
|
||||
}
|
||||
GpuBufferInfo::NonIndexed { vertex_count } => {
|
||||
pass.draw_indexed(0..*vertex_count, 0, 0..instance_buffer.length as u32);
|
||||
}
|
||||
}
|
||||
RenderCommandResult::Success
|
||||
}
|
||||
}
|
130
examples/shader/shader_material_glsl.rs
Normal file
130
examples/shader/shader_material_glsl.rs
Normal file
|
@ -0,0 +1,130 @@
|
|||
use bevy::{
|
||||
ecs::system::{lifetimeless::SRes, SystemParamItem},
|
||||
pbr::{MaterialPipeline, SpecializedMaterial},
|
||||
prelude::*,
|
||||
reflect::TypeUuid,
|
||||
render::{
|
||||
render_asset::{PrepareAssetError, RenderAsset},
|
||||
render_resource::{
|
||||
std140::{AsStd140, Std140},
|
||||
*,
|
||||
},
|
||||
renderer::RenderDevice,
|
||||
},
|
||||
};
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins(DefaultPlugins)
|
||||
.add_plugin(MaterialPlugin::<CustomMaterial>::default())
|
||||
.add_startup_system(setup)
|
||||
.run();
|
||||
}
|
||||
|
||||
/// set up a simple 3D scene
|
||||
fn setup(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<CustomMaterial>>,
|
||||
) {
|
||||
// cube
|
||||
commands.spawn().insert_bundle(MaterialMeshBundle {
|
||||
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
||||
transform: Transform::from_xyz(0.0, 0.5, 0.0),
|
||||
material: materials.add(CustomMaterial {
|
||||
color: Color::GREEN,
|
||||
}),
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
// camera
|
||||
commands.spawn_bundle(PerspectiveCameraBundle {
|
||||
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..Default::default()
|
||||
});
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, TypeUuid)]
|
||||
#[uuid = "4ee9c363-1124-4113-890e-199d81b00281"]
|
||||
pub struct CustomMaterial {
|
||||
color: Color,
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct GpuCustomMaterial {
|
||||
_buffer: Buffer,
|
||||
bind_group: BindGroup,
|
||||
}
|
||||
|
||||
impl RenderAsset for CustomMaterial {
|
||||
type ExtractedAsset = CustomMaterial;
|
||||
type PreparedAsset = GpuCustomMaterial;
|
||||
type Param = (SRes<RenderDevice>, SRes<MaterialPipeline<Self>>);
|
||||
fn extract_asset(&self) -> Self::ExtractedAsset {
|
||||
self.clone()
|
||||
}
|
||||
|
||||
fn prepare_asset(
|
||||
extracted_asset: Self::ExtractedAsset,
|
||||
(render_device, material_pipeline): &mut SystemParamItem<Self::Param>,
|
||||
) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
|
||||
let color = Vec4::from_slice(&extracted_asset.color.as_linear_rgba_f32());
|
||||
let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
|
||||
contents: color.as_std140().as_bytes(),
|
||||
label: None,
|
||||
usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
|
||||
});
|
||||
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
|
||||
entries: &[BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: buffer.as_entire_binding(),
|
||||
}],
|
||||
label: None,
|
||||
layout: &material_pipeline.material_layout,
|
||||
});
|
||||
|
||||
Ok(GpuCustomMaterial {
|
||||
_buffer: buffer,
|
||||
bind_group,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
impl SpecializedMaterial for CustomMaterial {
|
||||
type Key = ();
|
||||
|
||||
fn key(_: &<CustomMaterial as RenderAsset>::PreparedAsset) -> Self::Key {}
|
||||
|
||||
fn specialize(_: Self::Key, descriptor: &mut RenderPipelineDescriptor) {
|
||||
descriptor.vertex.entry_point = "main".into();
|
||||
descriptor.fragment.as_mut().unwrap().entry_point = "main".into();
|
||||
}
|
||||
|
||||
fn vertex_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
|
||||
Some(asset_server.load("shaders/custom_material.vert"))
|
||||
}
|
||||
|
||||
fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
|
||||
Some(asset_server.load("shaders/custom_material.frag"))
|
||||
}
|
||||
|
||||
fn bind_group(render_asset: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup {
|
||||
&render_asset.bind_group
|
||||
}
|
||||
|
||||
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
|
||||
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
|
||||
entries: &[BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: ShaderStages::FRAGMENT,
|
||||
ty: BindingType::Buffer {
|
||||
ty: BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: BufferSize::new(Vec4::std140_size_static() as u64),
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
label: None,
|
||||
})
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue