use bevy::{ prelude::*, render::{ mesh::{shape, VertexAttributeValues}, pipeline::{DynamicBinding, PipelineDescriptor, PipelineSpecialization, RenderPipeline}, render_graph::{base, AssetRenderResourcesNode, RenderGraph}, renderer::RenderResources, shader::{ShaderStage, ShaderStages}, }, type_registry::TypeUuid, }; /// This example illustrates how to add a custom attribute to a mesh and use it in a custom shader. fn main() { App::build() .add_plugins(DefaultPlugins) .add_asset::() .add_startup_system(setup.system()) .run(); } #[derive(RenderResources, Default, TypeUuid)] #[uuid = "0320b9b8-b3a3-4baa-8bfa-c94008177b17"] struct MyMaterialWithVertexColorSupport {} const VERTEX_SHADER: &str = r#" #version 450 layout(location = 0) in vec3 Vertex_Position; layout(location = 1) in vec3 Vertex_Color; layout(location = 0) out vec3 v_color; layout(set = 0, binding = 0) uniform Camera { mat4 ViewProj; }; layout(set = 1, binding = 0) uniform Transform { mat4 Model; }; void main() { gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0); v_color = Vertex_Color; } "#; const FRAGMENT_SHADER: &str = r#" #version 450 layout(location = 0) out vec4 o_Target; layout(location = 0) in vec3 v_color; void main() { o_Target = vec4(v_color, 1.0); } "#; fn setup( mut commands: Commands, mut pipelines: ResMut>, mut shaders: ResMut>, mut meshes: ResMut>, mut materials: ResMut>, mut render_graph: ResMut, ) { // Create a new shader pipeline let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages { vertex: shaders.add(Shader::from_glsl(ShaderStage::Vertex, VERTEX_SHADER)), fragment: Some(shaders.add(Shader::from_glsl(ShaderStage::Fragment, FRAGMENT_SHADER))), })); // Add an AssetRenderResourcesNode to our Render Graph. This will bind MyMaterialWithVertexColorSupport resources to our shader render_graph.add_system_node( "my_material_with_vertex_color_support", AssetRenderResourcesNode::::new(true), ); // Add a Render Graph edge connecting our new "my_material" node to the main pass node. This ensures "my_material" runs before the main pass render_graph .add_node_edge( "my_material_with_vertex_color_support", base::node::MAIN_PASS, ) .unwrap(); // Create a new material let material = materials.add(MyMaterialWithVertexColorSupport {}); // create a generic cube let mut cube_with_vertex_colors = Mesh::from(shape::Cube { size: 1.0 }); // insert our custom color attribute with some nice colors! cube_with_vertex_colors.set_attribute( // name of the attribute "Vertex_Color", // the vertex attributes, represented by `VertexAttributeValues` // NOTE: the attribute count has to be consistent across all attributes, otherwise bevy will panic. VertexAttributeValues::from(vec![ // top [0.79, 0.73, 0.07], [0.74, 0.14, 0.29], [0.08, 0.55, 0.74], [0.20, 0.27, 0.29], // bottom [0.79, 0.73, 0.07], [0.74, 0.14, 0.29], [0.08, 0.55, 0.74], [0.20, 0.27, 0.29], // right [0.79, 0.73, 0.07], [0.74, 0.14, 0.29], [0.08, 0.55, 0.74], [0.20, 0.27, 0.29], // left [0.79, 0.73, 0.07], [0.74, 0.14, 0.29], [0.08, 0.55, 0.74], [0.20, 0.27, 0.29], // front [0.79, 0.73, 0.07], [0.74, 0.14, 0.29], [0.08, 0.55, 0.74], [0.20, 0.27, 0.29], // back [0.79, 0.73, 0.07], [0.74, 0.14, 0.29], [0.08, 0.55, 0.74], [0.20, 0.27, 0.29], ]), ); // Setup our world commands // cube .spawn(MeshComponents { mesh: meshes.add(cube_with_vertex_colors), // use our cube with vertex colors render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized( pipeline_handle, // NOTE: in the future you wont need to manually declare dynamic bindings PipelineSpecialization { dynamic_bindings: vec![ // Transform DynamicBinding { bind_group: 1, binding: 0, }, ], ..Default::default() }, )]), transform: Transform::from_translation(Vec3::new(0.0, 0.0, 0.0)), ..Default::default() }) .with(material) // camera .spawn(Camera3dComponents { transform: Transform::from_translation(Vec3::new(3.0, 5.0, -8.0)) .looking_at(Vec3::default(), Vec3::unit_y()), ..Default::default() }); }