bevy/examples/shader/mesh_custom_attribute.rs
Carter Anderson 11b41206eb Add upstream bevy_ecs and prepare for custom-shaders merge (#2815)
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals:

1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main`
2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. 

I split this up into 3 commits:

1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`).
2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1).
3. **support manual archetype updates in QueryState**: same situation as (2).
2021-09-14 06:14:19 +00:00

115 lines
3.4 KiB
Rust

use bevy::{
prelude::*,
render::{
mesh::{shape, VertexAttributeValues},
pipeline::{PipelineDescriptor, RenderPipeline},
shader::{ShaderStage, ShaderStages},
},
};
/// This example illustrates how to add a custom attribute to a mesh and use it in a custom shader.
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.run();
}
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 CameraViewProj {
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<Assets<PipelineDescriptor>>,
mut shaders: ResMut<Assets<Shader>>,
mut meshes: ResMut<Assets<Mesh>>,
) {
// 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))),
}));
// create a generic cube
let mut cube_with_vertex_colors = Mesh::from(shape::Cube { size: 2.0 });
// 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],
]),
);
// cube
commands.spawn_bundle(MeshBundle {
mesh: meshes.add(cube_with_vertex_colors), // use our cube with vertex colors
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
pipeline_handle,
)]),
transform: Transform::from_xyz(0.0, 0.0, 0.0),
..Default::default()
});
// camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(3.0, 5.0, -8.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
});
}