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https://github.com/bevyengine/bevy
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0166db33f7
# Objective #11431 and #11688 implemented meshing support for Bevy's new geometric primitives. The next step is to deprecate the shapes in `bevy_render::mesh::shape` and to later remove them completely for 0.14. ## Solution Deprecate the shapes and reduce code duplication by utilizing the primitive meshing API for the old shapes where possible. Note that some shapes have behavior that can't be exactly reproduced with the new primitives yet: - `Box` is more of an AABB with min/max extents - `Plane` supports a subdivision count - `Quad` has a `flipped` property These types have not been changed to utilize the new primitives yet. --- ## Changelog - Deprecated all shapes in `bevy_render::mesh::shape` - Changed all examples to use new primitives for meshing ## Migration Guide Bevy has previously used rendering-specific types like `UVSphere` and `Quad` for primitive mesh shapes. These have now been deprecated to use the geometric primitives newly introduced in version 0.13. Some examples: ```rust let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0)); let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0)); let before = meshes.add(shape::Quad::default()); let after = meshes.add(Rectangle::default()); let before = meshes.add(shape::Plane::from_size(5.0)); // The surface normal can now also be specified when using `new` let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0)); let before = meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 5, }) .unwrap(), ); let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap()); ```
88 lines
2.7 KiB
Rust
88 lines
2.7 KiB
Rust
//! A shader that uses the GLSL shading language.
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use bevy::{
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pbr::{MaterialPipeline, MaterialPipelineKey},
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prelude::*,
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reflect::TypePath,
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render::{
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mesh::MeshVertexBufferLayout,
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render_resource::{
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AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError,
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},
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},
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};
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fn main() {
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App::new()
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.add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
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.add_systems(Startup, setup)
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.run();
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}
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<CustomMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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// cube
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commands.spawn(MaterialMeshBundle {
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mesh: meshes.add(Cuboid::default()),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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material: materials.add(CustomMaterial {
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color: Color::BLUE,
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color_texture: Some(asset_server.load("branding/icon.png")),
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alpha_mode: AlphaMode::Blend,
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}),
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..default()
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});
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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// This is the struct that will be passed to your shader
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#[derive(Asset, TypePath, AsBindGroup, Clone)]
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struct CustomMaterial {
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#[uniform(0)]
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color: Color,
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#[texture(1)]
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#[sampler(2)]
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color_texture: Option<Handle<Image>>,
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alpha_mode: AlphaMode,
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}
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/// The Material trait is very configurable, but comes with sensible defaults for all methods.
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/// You only need to implement functions for features that need non-default behavior. See the Material api docs for details!
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/// When using the GLSL shading language for your shader, the specialize method must be overridden.
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impl Material for CustomMaterial {
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fn vertex_shader() -> ShaderRef {
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"shaders/custom_material.vert".into()
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}
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fn fragment_shader() -> ShaderRef {
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"shaders/custom_material.frag".into()
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}
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fn alpha_mode(&self) -> AlphaMode {
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self.alpha_mode
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}
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// Bevy assumes by default that vertex shaders use the "vertex" entry point
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// and fragment shaders use the "fragment" entry point (for WGSL shaders).
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// GLSL uses "main" as the entry point, so we must override the defaults here
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fn specialize(
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_pipeline: &MaterialPipeline<Self>,
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descriptor: &mut RenderPipelineDescriptor,
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_layout: &MeshVertexBufferLayout,
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_key: MaterialPipelineKey<Self>,
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) -> Result<(), SpecializedMeshPipelineError> {
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descriptor.vertex.entry_point = "main".into();
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descriptor.fragment.as_mut().unwrap().entry_point = "main".into();
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Ok(())
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}
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}
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