mirror of
https://github.com/bevyengine/bevy
synced 2024-11-14 00:47:32 +00:00
move shader defs updates to their own systems. make UniformResourceProvider::update World read-only
This commit is contained in:
parent
394b7ce940
commit
b9f4c0a53b
6 changed files with 201 additions and 31 deletions
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@ -98,6 +98,7 @@ impl AppPlugin for RenderPlugin {
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app.add_system(build_entity_render_resource_assignments_system())
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app.add_system(build_entity_render_resource_assignments_system())
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.build_system_on_stage(stage::POST_UPDATE, camera::camera_update_system)
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.build_system_on_stage(stage::POST_UPDATE, camera::camera_update_system)
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.add_system_to_stage(stage::POST_UPDATE, mesh::mesh_batcher_system())
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.add_system_to_stage(stage::POST_UPDATE, mesh::mesh_batcher_system())
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.add_system_to_stage(stage::POST_UPDATE, shader::asset_handle_shader_def_system::<StandardMaterial>())
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.add_stage_after(stage::POST_UPDATE, RENDER_STAGE)
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.add_stage_after(stage::POST_UPDATE, RENDER_STAGE)
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.add_resource(RenderGraph::default())
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.add_resource(RenderGraph::default())
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.add_resource(AssetStorage::<Mesh>::new())
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.add_resource(AssetStorage::<Mesh>::new())
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@ -53,6 +53,15 @@ struct QueuedBufferWrite {
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}
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}
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// TODO: make these queries only update changed T components
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// TODO: make these queries only update changed T components
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type UniformQueryRead<T> = Query<
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(Read<T>, Read<Renderable>),
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EntityFilterTuple<
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And<(ComponentFilter<T>, ComponentFilter<Renderable>)>,
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And<(Passthrough, Passthrough)>,
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And<(Passthrough, Passthrough)>,
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>,
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>;
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type UniformQuery<T> = Query<
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type UniformQuery<T> = Query<
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(Read<T>, Write<Renderable>),
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(Read<T>, Write<Renderable>),
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EntityFilterTuple<
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EntityFilterTuple<
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@ -62,6 +71,15 @@ type UniformQuery<T> = Query<
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>,
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>,
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>;
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>;
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type UniformHandleQueryRead<T> = Query<
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(Read<Handle<T>>, Read<Renderable>),
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EntityFilterTuple<
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And<(ComponentFilter<Handle<T>>, ComponentFilter<Renderable>)>,
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And<(Passthrough, Passthrough)>,
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And<(Passthrough, Passthrough)>,
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>,
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>;
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type UniformHandleQuery<T> = Query<
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type UniformHandleQuery<T> = Query<
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(Read<Handle<T>>, Write<Renderable>),
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(Read<Handle<T>>, Write<Renderable>),
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EntityFilterTuple<
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EntityFilterTuple<
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@ -82,9 +100,9 @@ where
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// PERF: somehow remove this HashSet
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// PERF: somehow remove this HashSet
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uniform_buffer_status: Vec<Option<(String, BufferArrayStatus)>>,
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uniform_buffer_status: Vec<Option<(String, BufferArrayStatus)>>,
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instance_buffer_status: Option<BufferArrayStatus>,
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instance_buffer_status: Option<BufferArrayStatus>,
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query: Option<UniformQuery<T>>,
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query: Option<UniformQueryRead<T>>,
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query_finish: Option<UniformQuery<T>>,
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query_finish: Option<UniformQuery<T>>,
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handle_query: Option<UniformHandleQuery<T>>,
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handle_query: Option<UniformHandleQueryRead<T>>,
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handle_query_finish: Option<UniformHandleQuery<T>>,
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handle_query_finish: Option<UniformHandleQuery<T>>,
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}
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}
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@ -102,14 +120,26 @@ where
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use_dynamic_uniforms,
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use_dynamic_uniforms,
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instance_buffer_status: None,
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instance_buffer_status: None,
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is_instanceable,
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is_instanceable,
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query: Some(<(Read<T>, Write<Renderable>)>::query()),
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query: Some(<(Read<T>, Read<Renderable>)>::query()),
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query_finish: Some(<(Read<T>, Write<Renderable>)>::query()),
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query_finish: Some(<(Read<T>, Write<Renderable>)>::query()),
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handle_query: Some(<(Read<Handle<T>>, Write<Renderable>)>::query()),
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handle_query: Some(<(Read<Handle<T>>, Read<Renderable>)>::query()),
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handle_query_finish: Some(<(Read<Handle<T>>, Write<Renderable>)>::query()),
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handle_query_finish: Some(<(Read<Handle<T>>, Write<Renderable>)>::query()),
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_marker: PhantomData,
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_marker: PhantomData,
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}
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}
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}
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}
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fn update_readonly(
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&mut self,
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_render_context: &mut dyn RenderContext,
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world: &World,
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resources: &Resources,
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) {
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self.reset_buffer_array_status_counts();
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self.update_uniforms_info(world);
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self.update_uniform_handles_info(world, resources);
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}
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fn reset_buffer_array_status_counts(&mut self) {
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fn reset_buffer_array_status_counts(&mut self) {
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for buffer_status in self.uniform_buffer_status.iter_mut() {
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for buffer_status in self.uniform_buffer_status.iter_mut() {
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if let Some((_name, buffer_status)) = buffer_status {
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if let Some((_name, buffer_status)) = buffer_status {
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@ -122,9 +152,9 @@ where
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}
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}
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}
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}
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fn update_uniforms_info(&mut self, world: &mut World) {
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fn update_uniforms_info(&mut self, world: &World) {
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let query = self.query.take().unwrap();
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let query = self.query.take().unwrap();
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for (uniforms, mut renderable) in query.iter_mut(world) {
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for (uniforms, renderable) in query.iter(world) {
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if !renderable.is_visible {
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if !renderable.is_visible {
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return;
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return;
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}
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}
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@ -141,19 +171,17 @@ where
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} else {
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} else {
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self.increment_uniform_counts(&uniforms);
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self.increment_uniform_counts(&uniforms);
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}
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}
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Self::update_shader_defs(&uniforms, &mut renderable.render_resource_assignments);
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}
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}
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self.query = Some(query);
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self.query = Some(query);
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}
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}
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fn update_uniform_handles_info(&mut self, world: &mut World, resources: &Resources) {
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fn update_uniform_handles_info(&mut self, world: &World, resources: &Resources) {
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let handle_query = self.handle_query.take().unwrap();
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let handle_query = self.handle_query.take().unwrap();
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let assets = resources.get::<AssetStorage<T>>();
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let assets = resources.get::<AssetStorage<T>>();
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let mut asset_batchers = resources.get_mut::<AssetBatchers>().unwrap();
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let mut asset_batchers = resources.get_mut::<AssetBatchers>().unwrap();
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if let Some(assets) = assets {
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if let Some(assets) = assets {
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for (entity, (handle, mut renderable)) in handle_query.iter_entities_mut(world) {
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for (entity, (handle, renderable)) in handle_query.iter_entities(world) {
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if !renderable.is_visible {
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if !renderable.is_visible {
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return;
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return;
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}
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}
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@ -175,7 +203,6 @@ where
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let uniforms = assets
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let uniforms = assets
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.get(&handle)
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.get(&handle)
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.expect("Handle points to a non-existent resource");
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.expect("Handle points to a non-existent resource");
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Self::update_shader_defs(uniforms, &mut renderable.render_resource_assignments);
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self.increment_uniform_counts(&uniforms);
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self.increment_uniform_counts(&uniforms);
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}
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}
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@ -253,17 +280,6 @@ where
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BIND_BUFFER_ALIGNMENT * ((data_size as f32 / BIND_BUFFER_ALIGNMENT as f32).ceil() as usize)
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BIND_BUFFER_ALIGNMENT * ((data_size as f32 / BIND_BUFFER_ALIGNMENT as f32).ceil() as usize)
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}
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}
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fn update_shader_defs(
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uniforms: &T,
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render_resource_assignments: &mut RenderResourceAssignments,
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) {
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if let Some(shader_defs) = uniforms.get_shader_defs() {
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for shader_def in shader_defs {
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render_resource_assignments.shader_defs.insert(shader_def);
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}
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}
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}
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fn setup_uniform_buffer_resources(
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fn setup_uniform_buffer_resources(
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&mut self,
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&mut self,
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uniforms: &T,
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uniforms: &T,
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@ -566,8 +582,6 @@ where
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resources,
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resources,
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&mut batch.render_resource_assignments,
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&mut batch.render_resource_assignments,
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);
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);
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Self::update_shader_defs(&uniforms, &mut batch.render_resource_assignments);
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}
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}
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}
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}
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}
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}
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@ -723,9 +737,7 @@ where
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world: &mut World,
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world: &mut World,
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resources: &Resources,
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resources: &Resources,
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) {
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) {
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self.reset_buffer_array_status_counts();
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self.update_readonly(_render_context, world, resources);
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self.update_uniforms_info(world);
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self.update_uniform_handles_info(world, resources);
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}
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}
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fn finish_update(
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fn finish_update(
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@ -2,10 +2,12 @@ use crate::{
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color::ColorSource,
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color::ColorSource,
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pipeline::{BindType, VertexBufferDescriptor},
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pipeline::{BindType, VertexBufferDescriptor},
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texture::Texture,
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texture::Texture,
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Renderable,
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};
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};
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use bevy_asset::Handle;
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use bevy_asset::{AssetStorage, Handle};
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use bevy_core::bytes::GetBytes;
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use bevy_core::bytes::GetBytes;
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use legion::prelude::*;
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pub trait AsUniforms {
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pub trait AsUniforms {
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fn get_field_infos() -> &'static [FieldInfo];
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fn get_field_infos() -> &'static [FieldInfo];
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@ -17,6 +19,44 @@ pub trait AsUniforms {
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fn get_vertex_buffer_descriptor() -> Option<&'static VertexBufferDescriptor>;
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fn get_vertex_buffer_descriptor() -> Option<&'static VertexBufferDescriptor>;
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}
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}
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pub fn shader_def_system<T>() -> Box<dyn Schedulable>
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where
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T: AsUniforms + Send + Sync + 'static,
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{
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SystemBuilder::new(format!(
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"shader_def::{}",
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std::any::type_name::<T>()
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))
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.with_query(<(Read<T>, Write<Renderable>)>::query())
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.build(|_, world, _, query| {
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for (uniforms, mut renderable) in query.iter_mut(world) {
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if let Some(shader_defs) = uniforms.get_shader_defs() {
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renderable.render_resource_assignments.shader_defs.extend(shader_defs)
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}
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}
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})
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}
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pub fn asset_handle_shader_def_system<T>() -> Box<dyn Schedulable>
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where
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T: AsUniforms + Send + Sync + 'static,
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{
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SystemBuilder::new(format!(
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"asset_handle_shader_def::{}",
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std::any::type_name::<T>()
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))
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.read_resource::<AssetStorage<T>>()
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.with_query(<(Read<Handle<T>>, Write<Renderable>)>::query())
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.build(|_, world, asset_storage, query| {
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for (uniform_handle, mut renderable) in query.iter_mut(world) {
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let uniforms = asset_storage.get(&uniform_handle).unwrap();
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if let Some(shader_defs) = uniforms.get_shader_defs() {
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renderable.render_resource_assignments.shader_defs.extend(shader_defs)
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}
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}
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})
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}
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pub trait ShaderDefSuffixProvider {
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pub trait ShaderDefSuffixProvider {
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fn get_shader_def(&self) -> Option<&'static str>;
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fn get_shader_def(&self) -> Option<&'static str>;
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}
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}
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110
examples/shader_custom_material.rs
Normal file
110
examples/shader_custom_material.rs
Normal file
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@ -0,0 +1,110 @@
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use bevy::{prelude::*};
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fn main() {
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App::build()
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.add_default_plugins()
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.setup(setup)
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.run();
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}
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#[derive(Uniforms, Default)]
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struct MyMaterial {
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pub color: Color,
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}
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fn add_shader_to_render_graph(resources: &mut Resources) {
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let mut render_graph = resources.get_mut::<RenderGraph>().unwrap();
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let mut pipelines = resources
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.get_mut::<AssetStorage<PipelineDescriptor>>()
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.unwrap();
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let mut shaders = resources.get_mut::<AssetStorage<Shader>>().unwrap();
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render_graph
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.build(&mut pipelines, &mut shaders)
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.add_resource_provider(UniformResourceProvider::<MyMaterial>::new(true))
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.add_pipeline_to_pass(resource_name::pass::MAIN, "MyMaterial", |builder| {
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builder
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.with_vertex_shader(Shader::from_glsl(
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ShaderStage::Vertex,
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r#"
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#version 450
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layout(location = 0) in vec4 Vertex_Position;
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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 * Vertex_Position;
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gl_Position = ViewProj * v_Position;
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}
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"#,
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))
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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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#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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"#,
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))
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.with_default_config();
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});
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}
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fn setup(world: &mut World, resources: &mut Resources) {
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// add our shader to the render graph
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add_shader_to_render_graph(resources);
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// create materials
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let mut material_storage = AssetStorage::<MyMaterial>::new();
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let material = material_storage.add(MyMaterial {
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color: Color::rgb(0.0, 0.8, 0.0),
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});
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resources.insert(material_storage);
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// batch materials to improve performance
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let mut asset_batchers = resources.get_mut::<AssetBatchers>().unwrap();
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asset_batchers.batch_types2::<Mesh, MyMaterial>();
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// get a handle to our newly created shader pipeline
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let mut pipeline_storage = resources
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.get_mut::<AssetStorage<PipelineDescriptor>>()
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.unwrap();
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let pipeline_handle = pipeline_storage.get_named("MyMaterial").unwrap();
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let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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let cube_handle = 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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// cube
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.add_entity(MeshMaterialEntity::<MyMaterial> {
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mesh: cube_handle,
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renderable: Renderable {
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pipelines: vec![pipeline_handle],
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..Default::default()
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},
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material,
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translation: Translation::new(0.0, 0.0, 0.0),
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..Default::default()
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})
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// camera
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.add_entity(CameraEntity {
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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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..Default::default()
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});
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}
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|
@ -1,7 +1,14 @@
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use bevy::prelude::*;
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use bevy::{prelude::*, render::shader};
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|
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fn main() {
|
fn main() {
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App::build().add_default_plugins().setup(setup).run();
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App::build()
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.add_default_plugins()
|
||||||
|
.setup(setup)
|
||||||
|
.add_system_to_stage(
|
||||||
|
stage::POST_UPDATE,
|
||||||
|
shader::asset_handle_shader_def_system::<MyMaterial>(),
|
||||||
|
)
|
||||||
|
.run();
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Uniforms, Default)]
|
#[derive(Uniforms, Default)]
|
|
@ -1,5 +1,5 @@
|
||||||
pub use crate::AddDefaultPlugins;
|
pub use crate::AddDefaultPlugins;
|
||||||
pub use crate::app::{App, AppBuilder, AppPlugin, EntityArchetype, EventReader, Events, GetEventReader};
|
pub use crate::app::{App, AppBuilder, AppPlugin, EntityArchetype, EventReader, Events, GetEventReader, stage};
|
||||||
#[cfg(feature = "asset")]
|
#[cfg(feature = "asset")]
|
||||||
pub use crate::asset::{Asset, AssetStorage, Handle};
|
pub use crate::asset::{Asset, AssetStorage, Handle};
|
||||||
#[cfg(feature = "derive")]
|
#[cfg(feature = "derive")]
|
||||||
|
|
Loading…
Reference in a new issue