mirror of
https://github.com/bevyengine/bevy
synced 2024-11-21 20:23:28 +00:00
Split mesh shader files (#4867)
# Objective - Split PBR and 2D mesh shaders into types and bindings to prepare the shaders to be more reusable. - See #3969 for details. I'm doing this in multiple steps to make review easier. --- ## Changelog - Changed: 2D and PBR mesh shaders are now split into types and bindings, the following shader imports are available: `bevy_pbr::mesh_view_types`, `bevy_pbr::mesh_view_bindings`, `bevy_pbr::mesh_types`, `bevy_pbr::mesh_bindings`, `bevy_sprite::mesh2d_view_types`, `bevy_sprite::mesh2d_view_bindings`, `bevy_sprite::mesh2d_types`, `bevy_sprite::mesh2d_bindings` ## Migration Guide - In shaders for 3D meshes: - `#import bevy_pbr::mesh_view_bind_group` -> `#import bevy_pbr::mesh_view_bindings` - `#import bevy_pbr::mesh_struct` -> `#import bevy_pbr::mesh_types` - NOTE: If you are using the mesh bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_pbr::mesh_bindings` which itself imports the mesh types needed for the bindings. - In shaders for 2D meshes: - `#import bevy_sprite::mesh2d_view_bind_group` -> `#import bevy_sprite::mesh2d_view_bindings` - `#import bevy_sprite::mesh2d_struct` -> `#import bevy_sprite::mesh2d_types` - NOTE: If you are using the mesh2d bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_sprite::mesh2d_bindings` which itself imports the mesh2d types needed for the bindings.
This commit is contained in:
parent
bdef86ea6e
commit
cc4062ec43
26 changed files with 221 additions and 176 deletions
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@ -1,5 +1,5 @@
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#import bevy_pbr::mesh_view_bind_group
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#import bevy_pbr::mesh_struct
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#import bevy_pbr::mesh_types
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#import bevy_pbr::mesh_view_bindings
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[[group(1), binding(0)]]
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var<uniform> mesh: Mesh;
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@ -1,4 +1,4 @@
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#import bevy_pbr::mesh_view_bind_group
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#import bevy_pbr::mesh_view_bindings
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[[group(1), binding(0)]]
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var texture: texture_2d<f32>;
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@ -1,5 +1,5 @@
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#import bevy_pbr::mesh_view_bind_group
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#import bevy_pbr::mesh_struct
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#import bevy_pbr::mesh_view_bindings
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#import bevy_pbr::mesh_bindings
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struct Vertex {
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[[location(0)]] position: vec3<f32>;
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@ -12,9 +12,6 @@ struct CustomMaterial {
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[[group(1), binding(0)]]
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var<uniform> material: CustomMaterial;
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[[group(2), binding(0)]]
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var<uniform> mesh: Mesh;
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struct VertexOutput {
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[[builtin(position)]] clip_position: vec4<f32>;
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[[location(0)]] blend_color: vec4<f32>;
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@ -1,5 +1,5 @@
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#import bevy_pbr::mesh_view_bind_group
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#import bevy_pbr::mesh_struct
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#import bevy_pbr::mesh_types
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#import bevy_pbr::mesh_view_bindings
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[[group(1), binding(0)]]
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var<uniform> mesh: Mesh;
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@ -1,5 +1,5 @@
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#import bevy_pbr::mesh_view_bind_group
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#import bevy_pbr::mesh_struct
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#import bevy_pbr::mesh_types
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#import bevy_pbr::mesh_view_bindings
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[[group(1), binding(0)]]
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var<uniform> mesh: Mesh;
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@ -26,7 +26,7 @@ fn vertex(vertex: Vertex) -> VertexOutput {
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[[stage(fragment)]]
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fn fragment() -> [[location(0)]] vec4<f32> {
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var color = vec4<f32>(0.0, 0.0, 1.0, 1.0);
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# ifdef IS_RED
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# ifdef IS_RED
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color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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# endif
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return color;
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@ -49,6 +49,10 @@ use bevy_render::{
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};
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use bevy_transform::TransformSystem;
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pub const PBR_TYPES_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1708015359337029744);
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pub const PBR_BINDINGS_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 5635987986427308186);
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pub const PBR_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 4805239651767701046);
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pub const SHADOW_SHADER_HANDLE: HandleUntyped =
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@ -60,6 +64,18 @@ pub struct PbrPlugin;
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impl Plugin for PbrPlugin {
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fn build(&self, app: &mut App) {
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load_internal_asset!(
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app,
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PBR_TYPES_SHADER_HANDLE,
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"render/pbr_types.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_BINDINGS_SHADER_HANDLE,
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"render/pbr_bindings.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(app, PBR_SHADER_HANDLE, "render/pbr.wgsl", Shader::from_wgsl);
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load_internal_asset!(
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app,
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@ -118,7 +118,7 @@ impl From<Handle<Image>> for StandardMaterial {
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}
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}
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// NOTE: These must match the bit flags in bevy_pbr/src/render/pbr.wgsl!
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// NOTE: These must match the bit flags in bevy_pbr/src/render/pbr_types.wgsl!
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bitflags::bitflags! {
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#[repr(transparent)]
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pub struct StandardMaterialFlags: u32 {
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@ -1,11 +1,6 @@
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#import bevy_pbr::mesh_struct
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#import bevy_pbr::mesh_view_types
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#import bevy_pbr::mesh_types
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// NOTE: Keep in sync with pbr.wgsl
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struct View {
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view_proj: mat4x4<f32>;
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projection: mat4x4<f32>;
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world_position: vec3<f32>;
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};
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[[group(0), binding(0)]]
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var<uniform> view: View;
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@ -35,10 +35,14 @@ const MAX_JOINTS: usize = 256;
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const JOINT_SIZE: usize = std::mem::size_of::<Mat4>();
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pub(crate) const JOINT_BUFFER_SIZE: usize = MAX_JOINTS * JOINT_SIZE;
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pub const MESH_VIEW_BIND_GROUP_HANDLE: HandleUntyped =
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pub const MESH_VIEW_TYPES_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 8140454348013264787);
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pub const MESH_VIEW_BINDINGS_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 9076678235888822571);
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pub const MESH_STRUCT_HANDLE: HandleUntyped =
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pub const MESH_TYPES_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2506024101911992377);
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pub const MESH_BINDINGS_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 16831548636314682308);
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pub const MESH_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 3252377289100772450);
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pub const SKINNING_HANDLE: HandleUntyped =
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@ -46,19 +50,26 @@ pub const SKINNING_HANDLE: HandleUntyped =
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impl Plugin for MeshRenderPlugin {
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fn build(&self, app: &mut bevy_app::App) {
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load_internal_asset!(
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app,
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MESH_VIEW_TYPES_HANDLE,
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"mesh_view_types.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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MESH_VIEW_BINDINGS_HANDLE,
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"mesh_view_bindings.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(app, MESH_TYPES_HANDLE, "mesh_types.wgsl", Shader::from_wgsl);
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load_internal_asset!(
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app,
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MESH_BINDINGS_HANDLE,
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"mesh_bindings.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(app, MESH_SHADER_HANDLE, "mesh.wgsl", Shader::from_wgsl);
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load_internal_asset!(
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app,
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MESH_STRUCT_HANDLE,
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"mesh_struct.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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MESH_VIEW_BIND_GROUP_HANDLE,
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"mesh_view_bind_group.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(app, SKINNING_HANDLE, "skinning.wgsl", Shader::from_wgsl);
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app.add_plugin(UniformComponentPlugin::<MeshUniform>::default());
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#import bevy_pbr::mesh_view_bind_group
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#import bevy_pbr::mesh_struct
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#import bevy_pbr::mesh_view_bindings
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#import bevy_pbr::mesh_bindings
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struct Vertex {
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[[location(0)]] position: vec3<f32>;
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@ -30,14 +30,6 @@ struct VertexOutput {
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#endif
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};
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[[group(2), binding(0)]]
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var<uniform> mesh: Mesh;
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#ifdef SKINNED
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[[group(2), binding(1)]]
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var<uniform> joint_matrices: SkinnedMesh;
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#import bevy_pbr::skinning
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#endif
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[[stage(vertex)]]
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fn vertex(vertex: Vertex) -> VertexOutput {
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var out: VertexOutput;
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@ -68,7 +60,7 @@ fn vertex(vertex: Vertex) -> VertexOutput {
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#endif
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#ifdef VERTEX_COLORS
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out.color = vertex.color;
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#endif
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#endif
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out.uv = vertex.uv;
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out.clip_position = view.view_proj * out.world_position;
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11
crates/bevy_pbr/src/render/mesh_bindings.wgsl
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11
crates/bevy_pbr/src/render/mesh_bindings.wgsl
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#define_import_path bevy_pbr::mesh_bindings
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#import bevy_pbr::mesh_types
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[[group(2), binding(0)]]
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var<uniform> mesh: Mesh;
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#ifdef SKINNED
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[[group(2), binding(1)]]
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var<uniform> joint_matrices: SkinnedMesh;
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#import bevy_pbr::skinning
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#endif
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@ -1,4 +1,4 @@
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#define_import_path bevy_pbr::mesh_struct
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#define_import_path bevy_pbr::mesh_types
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struct Mesh {
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model: mat4x4<f32>;
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42
crates/bevy_pbr/src/render/mesh_view_bindings.wgsl
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42
crates/bevy_pbr/src/render/mesh_view_bindings.wgsl
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#define_import_path bevy_pbr::mesh_view_bindings
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#import bevy_pbr::mesh_view_types
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[[group(0), binding(0)]]
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var<uniform> view: View;
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[[group(0), binding(1)]]
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var<uniform> lights: Lights;
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#ifdef NO_ARRAY_TEXTURES_SUPPORT
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[[group(0), binding(2)]]
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var point_shadow_textures: texture_depth_cube;
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#else
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[[group(0), binding(2)]]
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var point_shadow_textures: texture_depth_cube_array;
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#endif
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[[group(0), binding(3)]]
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var point_shadow_textures_sampler: sampler_comparison;
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#ifdef NO_ARRAY_TEXTURES_SUPPORT
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[[group(0), binding(4)]]
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var directional_shadow_textures: texture_depth_2d;
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#else
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[[group(0), binding(4)]]
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var directional_shadow_textures: texture_depth_2d_array;
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#endif
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[[group(0), binding(5)]]
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var directional_shadow_textures_sampler: sampler_comparison;
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#ifdef NO_STORAGE_BUFFERS_SUPPORT
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[[group(0), binding(6)]]
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var<uniform> point_lights: PointLights;
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[[group(0), binding(7)]]
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var<uniform> cluster_light_index_lists: ClusterLightIndexLists;
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[[group(0), binding(8)]]
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var<uniform> cluster_offsets_and_counts: ClusterOffsetsAndCounts;
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#else
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[[group(0), binding(6)]]
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var<storage> point_lights: PointLights;
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[[group(0), binding(7)]]
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var<storage> cluster_light_index_lists: ClusterLightIndexLists;
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[[group(0), binding(8)]]
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var<storage> cluster_offsets_and_counts: ClusterOffsetsAndCounts;
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#endif
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#define_import_path bevy_pbr::mesh_view_bind_group
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#define_import_path bevy_pbr::mesh_view_types
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struct View {
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view_proj: mat4x4<f32>;
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data: array<vec2<u32>>;
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};
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#endif
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[[group(0), binding(0)]]
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var<uniform> view: View;
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[[group(0), binding(1)]]
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var<uniform> lights: Lights;
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#ifdef NO_ARRAY_TEXTURES_SUPPORT
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[[group(0), binding(2)]]
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var point_shadow_textures: texture_depth_cube;
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#else
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[[group(0), binding(2)]]
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var point_shadow_textures: texture_depth_cube_array;
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#endif
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[[group(0), binding(3)]]
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var point_shadow_textures_sampler: sampler_comparison;
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#ifdef NO_ARRAY_TEXTURES_SUPPORT
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[[group(0), binding(4)]]
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var directional_shadow_textures: texture_depth_2d;
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#else
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[[group(0), binding(4)]]
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var directional_shadow_textures: texture_depth_2d_array;
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#endif
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[[group(0), binding(5)]]
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var directional_shadow_textures_sampler: sampler_comparison;
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#ifdef NO_STORAGE_BUFFERS_SUPPORT
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[[group(0), binding(6)]]
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var<uniform> point_lights: PointLights;
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[[group(0), binding(7)]]
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var<uniform> cluster_light_index_lists: ClusterLightIndexLists;
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[[group(0), binding(8)]]
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var<uniform> cluster_offsets_and_counts: ClusterOffsetsAndCounts;
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#else
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[[group(0), binding(6)]]
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var<storage> point_lights: PointLights;
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[[group(0), binding(7)]]
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var<storage> cluster_light_index_lists: ClusterLightIndexLists;
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[[group(0), binding(8)]]
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var<storage> cluster_offsets_and_counts: ClusterOffsetsAndCounts;
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#endif
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//
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// The above integration needs to be approximated.
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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(2), binding(0)]]
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var<uniform> mesh: Mesh;
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struct StandardMaterial {
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base_color: vec4<f32>;
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emissive: vec4<f32>;
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perceptual_roughness: f32;
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metallic: f32;
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reflectance: f32;
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// 'flags' is a bit field indicating various options. u32 is 32 bits so we have up to 32 options.
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flags: u32;
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alpha_cutoff: f32;
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};
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let STANDARD_MATERIAL_FLAGS_BASE_COLOR_TEXTURE_BIT: u32 = 1u;
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let STANDARD_MATERIAL_FLAGS_EMISSIVE_TEXTURE_BIT: u32 = 2u;
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let STANDARD_MATERIAL_FLAGS_METALLIC_ROUGHNESS_TEXTURE_BIT: u32 = 4u;
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let STANDARD_MATERIAL_FLAGS_OCCLUSION_TEXTURE_BIT: u32 = 8u;
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let STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT: u32 = 16u;
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let STANDARD_MATERIAL_FLAGS_UNLIT_BIT: u32 = 32u;
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let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_OPAQUE: u32 = 64u;
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let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK: u32 = 128u;
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let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_BLEND: u32 = 256u;
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let STANDARD_MATERIAL_FLAGS_TWO_COMPONENT_NORMAL_MAP: u32 = 512u;
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let STANDARD_MATERIAL_FLAGS_FLIP_NORMAL_MAP_Y: u32 = 1024u;
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[[group(1), binding(0)]]
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var<uniform> material: StandardMaterial;
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[[group(1), binding(1)]]
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var base_color_texture: texture_2d<f32>;
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[[group(1), binding(2)]]
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var base_color_sampler: sampler;
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[[group(1), binding(3)]]
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var emissive_texture: texture_2d<f32>;
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[[group(1), binding(4)]]
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var emissive_sampler: sampler;
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[[group(1), binding(5)]]
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var metallic_roughness_texture: texture_2d<f32>;
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[[group(1), binding(6)]]
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var metallic_roughness_sampler: sampler;
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[[group(1), binding(7)]]
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var occlusion_texture: texture_2d<f32>;
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[[group(1), binding(8)]]
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var occlusion_sampler: sampler;
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[[group(1), binding(9)]]
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var normal_map_texture: texture_2d<f32>;
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[[group(1), binding(10)]]
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var normal_map_sampler: sampler;
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#import bevy_pbr::mesh_view_bindings
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#import bevy_pbr::pbr_bindings
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#import bevy_pbr::mesh_bindings
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let PI: f32 = 3.141592653589793;
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@ -467,7 +419,7 @@ struct FragmentInput {
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#endif
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#ifdef VERTEX_COLORS
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[[location(4)]] color: vec4<f32>;
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#endif
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#endif
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};
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[[stage(fragment)]]
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26
crates/bevy_pbr/src/render/pbr_bindings.wgsl
Normal file
26
crates/bevy_pbr/src/render/pbr_bindings.wgsl
Normal file
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#define_import_path bevy_pbr::pbr_bindings
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#import bevy_pbr::pbr_types
|
||||
|
||||
[[group(1), binding(0)]]
|
||||
var<uniform> material: StandardMaterial;
|
||||
[[group(1), binding(1)]]
|
||||
var base_color_texture: texture_2d<f32>;
|
||||
[[group(1), binding(2)]]
|
||||
var base_color_sampler: sampler;
|
||||
[[group(1), binding(3)]]
|
||||
var emissive_texture: texture_2d<f32>;
|
||||
[[group(1), binding(4)]]
|
||||
var emissive_sampler: sampler;
|
||||
[[group(1), binding(5)]]
|
||||
var metallic_roughness_texture: texture_2d<f32>;
|
||||
[[group(1), binding(6)]]
|
||||
var metallic_roughness_sampler: sampler;
|
||||
[[group(1), binding(7)]]
|
||||
var occlusion_texture: texture_2d<f32>;
|
||||
[[group(1), binding(8)]]
|
||||
var occlusion_sampler: sampler;
|
||||
[[group(1), binding(9)]]
|
||||
var normal_map_texture: texture_2d<f32>;
|
||||
[[group(1), binding(10)]]
|
||||
var normal_map_sampler: sampler;
|
24
crates/bevy_pbr/src/render/pbr_types.wgsl
Normal file
24
crates/bevy_pbr/src/render/pbr_types.wgsl
Normal file
|
@ -0,0 +1,24 @@
|
|||
#define_import_path bevy_pbr::pbr_types
|
||||
|
||||
struct StandardMaterial {
|
||||
base_color: vec4<f32>;
|
||||
emissive: vec4<f32>;
|
||||
perceptual_roughness: f32;
|
||||
metallic: f32;
|
||||
reflectance: f32;
|
||||
// 'flags' is a bit field indicating various options. u32 is 32 bits so we have up to 32 options.
|
||||
flags: u32;
|
||||
alpha_cutoff: f32;
|
||||
};
|
||||
|
||||
let STANDARD_MATERIAL_FLAGS_BASE_COLOR_TEXTURE_BIT: u32 = 1u;
|
||||
let STANDARD_MATERIAL_FLAGS_EMISSIVE_TEXTURE_BIT: u32 = 2u;
|
||||
let STANDARD_MATERIAL_FLAGS_METALLIC_ROUGHNESS_TEXTURE_BIT: u32 = 4u;
|
||||
let STANDARD_MATERIAL_FLAGS_OCCLUSION_TEXTURE_BIT: u32 = 8u;
|
||||
let STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT: u32 = 16u;
|
||||
let STANDARD_MATERIAL_FLAGS_UNLIT_BIT: u32 = 32u;
|
||||
let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_OPAQUE: u32 = 64u;
|
||||
let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK: u32 = 128u;
|
||||
let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_BLEND: u32 = 256u;
|
||||
let STANDARD_MATERIAL_FLAGS_TWO_COMPONENT_NORMAL_MAP: u32 = 512u;
|
||||
let STANDARD_MATERIAL_FLAGS_FLIP_NORMAL_MAP_Y: u32 = 1024u;
|
|
@ -1,5 +1,5 @@
|
|||
#import bevy_pbr::mesh_view_bind_group
|
||||
#import bevy_pbr::mesh_struct
|
||||
#import bevy_pbr::mesh_types
|
||||
#import bevy_pbr::mesh_view_bindings
|
||||
|
||||
struct Vertex {
|
||||
[[location(0)]] position: vec3<f32>;
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
#import bevy_sprite::mesh2d_view_bind_group
|
||||
#import bevy_sprite::mesh2d_struct
|
||||
#import bevy_sprite::mesh2d_types
|
||||
#import bevy_sprite::mesh2d_view_bindings
|
||||
|
||||
struct ColorMaterial {
|
||||
color: vec4<f32>;
|
||||
|
@ -8,9 +8,6 @@ struct ColorMaterial {
|
|||
};
|
||||
let COLOR_MATERIAL_FLAGS_TEXTURE_BIT: u32 = 1u;
|
||||
|
||||
[[group(0), binding(0)]]
|
||||
var<uniform> view: View;
|
||||
|
||||
[[group(1), binding(0)]]
|
||||
var<uniform> material: ColorMaterial;
|
||||
[[group(1), binding(1)]]
|
||||
|
@ -45,4 +42,4 @@ fn fragment(in: FragmentInput) -> [[location(0)]] vec4<f32> {
|
|||
#endif
|
||||
}
|
||||
return output_color;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -35,28 +35,44 @@ impl From<Handle<Mesh>> for Mesh2dHandle {
|
|||
#[derive(Default)]
|
||||
pub struct Mesh2dRenderPlugin;
|
||||
|
||||
pub const MESH2D_VIEW_BIND_GROUP_HANDLE: HandleUntyped =
|
||||
pub const MESH2D_VIEW_TYPES_HANDLE: HandleUntyped =
|
||||
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 12677582416765805110);
|
||||
pub const MESH2D_VIEW_BINDINGS_HANDLE: HandleUntyped =
|
||||
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 6901431444735842434);
|
||||
pub const MESH2D_STRUCT_HANDLE: HandleUntyped =
|
||||
pub const MESH2D_TYPES_HANDLE: HandleUntyped =
|
||||
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 8994673400261890424);
|
||||
pub const MESH2D_BINDINGS_HANDLE: HandleUntyped =
|
||||
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 8983617858458862856);
|
||||
pub const MESH2D_SHADER_HANDLE: HandleUntyped =
|
||||
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2971387252468633715);
|
||||
|
||||
impl Plugin for Mesh2dRenderPlugin {
|
||||
fn build(&self, app: &mut bevy_app::App) {
|
||||
load_internal_asset!(
|
||||
app,
|
||||
MESH2D_VIEW_TYPES_HANDLE,
|
||||
"mesh2d_view_types.wgsl",
|
||||
Shader::from_wgsl
|
||||
);
|
||||
load_internal_asset!(
|
||||
app,
|
||||
MESH2D_VIEW_BINDINGS_HANDLE,
|
||||
"mesh2d_view_bindings.wgsl",
|
||||
Shader::from_wgsl
|
||||
);
|
||||
load_internal_asset!(
|
||||
app,
|
||||
MESH2D_TYPES_HANDLE,
|
||||
"mesh2d_types.wgsl",
|
||||
Shader::from_wgsl
|
||||
);
|
||||
load_internal_asset!(
|
||||
app,
|
||||
MESH2D_BINDINGS_HANDLE,
|
||||
"mesh2d_bindings.wgsl",
|
||||
Shader::from_wgsl
|
||||
);
|
||||
load_internal_asset!(app, MESH2D_SHADER_HANDLE, "mesh2d.wgsl", Shader::from_wgsl);
|
||||
load_internal_asset!(
|
||||
app,
|
||||
MESH2D_STRUCT_HANDLE,
|
||||
"mesh2d_struct.wgsl",
|
||||
Shader::from_wgsl
|
||||
);
|
||||
load_internal_asset!(
|
||||
app,
|
||||
MESH2D_VIEW_BIND_GROUP_HANDLE,
|
||||
"mesh2d_view_bind_group.wgsl",
|
||||
Shader::from_wgsl
|
||||
);
|
||||
|
||||
app.add_plugin(UniformComponentPlugin::<Mesh2dUniform>::default());
|
||||
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
#import bevy_sprite::mesh2d_view_bind_group
|
||||
#import bevy_sprite::mesh2d_struct
|
||||
#import bevy_sprite::mesh2d_view_bindings
|
||||
#import bevy_sprite::mesh2d_bindings
|
||||
|
||||
struct Vertex {
|
||||
[[location(0)]] position: vec3<f32>;
|
||||
|
@ -26,12 +26,6 @@ struct VertexOutput {
|
|||
#endif
|
||||
};
|
||||
|
||||
[[group(0), binding(0)]]
|
||||
var<uniform> view: View;
|
||||
|
||||
[[group(2), binding(0)]]
|
||||
var<uniform> mesh: Mesh2d;
|
||||
|
||||
[[stage(vertex)]]
|
||||
fn vertex(vertex: Vertex) -> VertexOutput {
|
||||
let world_position = mesh.model * vec4<f32>(vertex.position, 1.0);
|
||||
|
@ -74,4 +68,4 @@ struct FragmentInput {
|
|||
[[stage(fragment)]]
|
||||
fn fragment(in: FragmentInput) -> [[location(0)]] vec4<f32> {
|
||||
return vec4<f32>(1.0, 0.0, 1.0, 1.0);
|
||||
}
|
||||
}
|
||||
|
|
6
crates/bevy_sprite/src/mesh2d/mesh2d_bindings.wgsl
Normal file
6
crates/bevy_sprite/src/mesh2d/mesh2d_bindings.wgsl
Normal file
|
@ -0,0 +1,6 @@
|
|||
#define_import_path bevy_sprite::mesh2d_bindings
|
||||
|
||||
#import bevy_sprite::mesh2d_types
|
||||
|
||||
[[group(2), binding(0)]]
|
||||
var<uniform> mesh: Mesh2d;
|
|
@ -1,4 +1,4 @@
|
|||
#define_import_path bevy_sprite::mesh2d_struct
|
||||
#define_import_path bevy_sprite::mesh2d_types
|
||||
|
||||
struct Mesh2d {
|
||||
model: mat4x4<f32>;
|
6
crates/bevy_sprite/src/mesh2d/mesh2d_view_bindings.wgsl
Normal file
6
crates/bevy_sprite/src/mesh2d/mesh2d_view_bindings.wgsl
Normal file
|
@ -0,0 +1,6 @@
|
|||
#define_import_path bevy_sprite::mesh2d_view_bindings
|
||||
|
||||
#import bevy_sprite::mesh2d_view_types
|
||||
|
||||
[[group(0), binding(0)]]
|
||||
var<uniform> view: View;
|
|
@ -1,4 +1,4 @@
|
|||
#define_import_path bevy_sprite::mesh2d_view_bind_group
|
||||
#define_import_path bevy_sprite::mesh2d_view_types
|
||||
|
||||
struct View {
|
||||
view_proj: mat4x4<f32>;
|
|
@ -209,10 +209,9 @@ type DrawColoredMesh2d = (
|
|||
// using `include_str!()`, or loaded like any other asset with `asset_server.load()`.
|
||||
const COLORED_MESH2D_SHADER: &str = r"
|
||||
// Import the standard 2d mesh uniforms and set their bind groups
|
||||
#import bevy_sprite::mesh2d_view_bind_group
|
||||
[[group(0), binding(0)]]
|
||||
var<uniform> view: View;
|
||||
#import bevy_sprite::mesh2d_struct
|
||||
#import bevy_sprite::mesh2d_types
|
||||
#import bevy_sprite::mesh2d_view_bindings
|
||||
|
||||
[[group(1), binding(0)]]
|
||||
var<uniform> mesh: Mesh2d;
|
||||
|
||||
|
|
Loading…
Reference in a new issue