//! A custom shader using the GLSL shading language. use bevy::{ ecs::system::{lifetimeless::SRes, SystemParamItem}, pbr::{MaterialPipeline, SpecializedMaterial}, prelude::*, reflect::TypeUuid, render::{ mesh::MeshVertexBufferLayout, render_asset::{PrepareAssetError, RenderAsset}, render_resource::*, renderer::RenderDevice, }, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugin(MaterialPlugin::::default()) .add_startup_system(setup) .run(); } /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // 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() }); // camera commands.spawn_bundle(PerspectiveCameraBundle { transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..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, SRes>); fn extract_asset(&self) -> Self::ExtractedAsset { self.clone() } fn prepare_asset( extracted_asset: Self::ExtractedAsset, (render_device, material_pipeline): &mut SystemParamItem, ) -> Result> { let color = Vec4::from_slice(&extracted_asset.color.as_linear_rgba_f32()); let byte_buffer = [0u8; Vec4::SIZE.get() as usize]; let mut buffer = encase::UniformBuffer::new(byte_buffer); buffer.write(&color).unwrap(); let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor { contents: buffer.as_ref(), 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(_: &::PreparedAsset) -> Self::Key {} fn specialize( _pipeline: &MaterialPipeline, descriptor: &mut RenderPipelineDescriptor, _: Self::Key, _layout: &MeshVertexBufferLayout, ) -> Result<(), SpecializedMeshPipelineError> { descriptor.vertex.entry_point = "main".into(); descriptor.fragment.as_mut().unwrap().entry_point = "main".into(); Ok(()) } fn vertex_shader(asset_server: &AssetServer) -> Option> { Some(asset_server.load("shaders/custom_material.vert")) } fn fragment_shader(asset_server: &AssetServer) -> Option> { Some(asset_server.load("shaders/custom_material.frag")) } fn bind_group(render_asset: &::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: Some(Vec4::min_size()), }, count: None, }], label: None, }) } }