fix material shader example

This commit is contained in:
Carter Anderson 2020-03-29 01:34:08 -07:00
parent 3d261f72de
commit d8e7a3dcca

View file

@ -0,0 +1,131 @@
use bevy::prelude::*;
fn main() {
App::build().add_defaults().setup(setup).run();
}
#[derive(Uniforms, Default)]
struct MyMaterial {
pub color: Color,
#[uniform(ignore, shader_def)]
pub always_red: bool,
}
fn add_shader_to_render_graph(resources: &mut Resources) {
let mut render_graph = resources.get_mut::<RenderGraph>().unwrap();
let mut pipelines = resources
.get_mut::<AssetStorage<PipelineDescriptor>>()
.unwrap();
let mut shaders = resources.get_mut::<AssetStorage<Shader>>().unwrap();
render_graph
.build(&mut pipelines, &mut shaders)
.add_resource_provider(UniformResourceProvider::<MyMaterial>::new(true))
.add_pipeline_to_pass(resource_name::pass::MAIN, "MyMaterial", |builder| {
builder
.with_vertex_shader(Shader::from_glsl(
ShaderStage::Vertex,
r#"
#version 450
layout(location = 0) in vec4 Vertex_Position;
layout(location = 0) out vec4 v_Position;
layout(set = 0, binding = 0) uniform Camera {
mat4 ViewProj;
};
layout(set = 1, binding = 0) uniform Object {
mat4 Model;
};
void main() {
v_Position = Model * Vertex_Position;
gl_Position = ViewProj * v_Position;
}
"#,
))
.with_fragment_shader(Shader::from_glsl(
ShaderStage::Fragment,
r#"
#version 450
layout(location = 0) in vec4 v_Position;
layout(location = 0) out vec4 o_Target;
layout(set = 1, binding = 1) uniform MyMaterial_color {
vec4 color;
};
void main() {
o_Target = color;
# ifdef MYMATERIAL_ALWAYS_RED
o_Target = vec4(0.8, 0.0, 0.0, 1.0);
# endif
}
"#,
))
.with_default_config();
});
}
fn setup(world: &mut World, resources: &mut Resources) {
// add our shader to the render graph
add_shader_to_render_graph(resources);
// create materials
let mut material_storage = AssetStorage::<MyMaterial>::new();
let green_material = material_storage.add(MyMaterial {
color: Color::rgb(0.0, 0.8, 0.0),
always_red: false,
});
let red_material = material_storage.add(MyMaterial {
color: Color::rgb(0.0, 0.0, 0.0),
always_red: true,
});
resources.insert(material_storage);
// batch materials to improve performance
let mut asset_batchers = resources.get_mut::<AssetBatchers>().unwrap();
asset_batchers.batch_types2::<Mesh, MyMaterial>();
// get a handle to our newly created shader pipeline
let mut pipeline_storage = resources
.get_mut::<AssetStorage<PipelineDescriptor>>()
.unwrap();
let pipeline_handle = pipeline_storage.get_named("MyMaterial").unwrap();
let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
let cube_handle = mesh_storage.add(Mesh::load(MeshType::Cube));
world
.build()
// cube
.add_entity(MeshMaterialEntity::<MyMaterial> {
mesh: cube_handle,
renderable: Renderable {
pipelines: vec![pipeline_handle],
..Default::default()
},
material: green_material,
translation: Translation::new(-2.0, 0.0, 0.0),
..Default::default()
})
// cube
.add_entity(MeshMaterialEntity::<MyMaterial> {
mesh: cube_handle,
renderable: Renderable {
pipelines: vec![pipeline_handle],
..Default::default()
},
material: red_material,
translation: Translation::new(2.0, 0.0, 0.0),
..Default::default()
})
// camera
.add_entity(CameraEntity {
local_to_world: LocalToWorld(Mat4::look_at_rh(
Vec3::new(3.0, 8.0, 5.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 0.0, 1.0),
)),
..Default::default()
})
.build();
}