mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 22:20:20 +00:00
11b41206eb
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).
115 lines
3.4 KiB
Rust
115 lines
3.4 KiB
Rust
use bevy::{
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prelude::*,
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render::{
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mesh::{shape, VertexAttributeValues},
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pipeline::{PipelineDescriptor, RenderPipeline},
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shader::{ShaderStage, ShaderStages},
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},
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};
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/// This example illustrates how to add a custom attribute to a mesh and use it in a custom shader.
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.run();
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}
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const VERTEX_SHADER: &str = r#"
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#version 450
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layout(location = 0) in vec3 Vertex_Position;
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layout(location = 1) in vec3 Vertex_Color;
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layout(location = 0) out vec3 v_color;
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layout(set = 0, binding = 0) uniform CameraViewProj {
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mat4 ViewProj;
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};
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layout(set = 1, binding = 0) uniform Transform {
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mat4 Model;
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};
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void main() {
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gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
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v_color = Vertex_Color;
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}
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"#;
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const FRAGMENT_SHADER: &str = r#"
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#version 450
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layout(location = 0) out vec4 o_Target;
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layout(location = 0) in vec3 v_color;
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void main() {
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o_Target = vec4(v_color, 1.0);
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}
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"#;
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fn setup(
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mut commands: Commands,
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mut pipelines: ResMut<Assets<PipelineDescriptor>>,
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mut shaders: ResMut<Assets<Shader>>,
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mut meshes: ResMut<Assets<Mesh>>,
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) {
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// Create a new shader pipeline
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let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
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vertex: shaders.add(Shader::from_glsl(ShaderStage::Vertex, VERTEX_SHADER)),
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fragment: Some(shaders.add(Shader::from_glsl(ShaderStage::Fragment, FRAGMENT_SHADER))),
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}));
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// create a generic cube
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let mut cube_with_vertex_colors = Mesh::from(shape::Cube { size: 2.0 });
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// insert our custom color attribute with some nice colors!
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cube_with_vertex_colors.set_attribute(
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// name of the attribute
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"Vertex_Color",
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// the vertex attributes, represented by `VertexAttributeValues`
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// NOTE: the attribute count has to be consistent across all attributes, otherwise bevy
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// will panic.
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VertexAttributeValues::from(vec![
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// top
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[0.79, 0.73, 0.07],
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[0.74, 0.14, 0.29],
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[0.08, 0.55, 0.74],
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[0.20, 0.27, 0.29],
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// bottom
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[0.79, 0.73, 0.07],
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[0.74, 0.14, 0.29],
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[0.08, 0.55, 0.74],
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[0.20, 0.27, 0.29],
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// right
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[0.79, 0.73, 0.07],
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[0.74, 0.14, 0.29],
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[0.08, 0.55, 0.74],
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[0.20, 0.27, 0.29],
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// left
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[0.79, 0.73, 0.07],
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[0.74, 0.14, 0.29],
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[0.08, 0.55, 0.74],
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[0.20, 0.27, 0.29],
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// front
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[0.79, 0.73, 0.07],
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[0.74, 0.14, 0.29],
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[0.08, 0.55, 0.74],
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[0.20, 0.27, 0.29],
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// back
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[0.79, 0.73, 0.07],
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[0.74, 0.14, 0.29],
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[0.08, 0.55, 0.74],
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[0.20, 0.27, 0.29],
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]),
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);
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// cube
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commands.spawn_bundle(MeshBundle {
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mesh: meshes.add(cube_with_vertex_colors), // use our cube with vertex colors
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render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
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pipeline_handle,
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)]),
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transform: Transform::from_xyz(0.0, 0.0, 0.0),
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..Default::default()
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});
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// camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(3.0, 5.0, -8.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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});
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}
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