mirror of
https://github.com/bevyengine/bevy
synced 2024-12-30 15:03:23 +00:00
25bfa80e60
# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
91 lines
2.9 KiB
Rust
91 lines
2.9 KiB
Rust
//! A shader that uses the GLSL shading language.
|
|
|
|
use bevy::{
|
|
pbr::{MaterialPipeline, MaterialPipelineKey},
|
|
prelude::*,
|
|
reflect::TypePath,
|
|
render::{
|
|
mesh::MeshVertexBufferLayoutRef,
|
|
render_resource::{
|
|
AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError,
|
|
},
|
|
},
|
|
};
|
|
|
|
/// This example uses shader source files from the assets subdirectory
|
|
const VERTEX_SHADER_ASSET_PATH: &str = "shaders/custom_material.vert";
|
|
const FRAGMENT_SHADER_ASSET_PATH: &str = "shaders/custom_material.frag";
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
|
|
.add_systems(Startup, setup)
|
|
.run();
|
|
}
|
|
|
|
/// set up a simple 3D scene
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<CustomMaterial>>,
|
|
asset_server: Res<AssetServer>,
|
|
) {
|
|
// cube
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::default())),
|
|
MeshMaterial3d(materials.add(CustomMaterial {
|
|
color: LinearRgba::BLUE,
|
|
color_texture: Some(asset_server.load("branding/icon.png")),
|
|
alpha_mode: AlphaMode::Blend,
|
|
})),
|
|
Transform::from_xyz(0.0, 0.5, 0.0),
|
|
));
|
|
|
|
// camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
}
|
|
|
|
// This is the struct that will be passed to your shader
|
|
#[derive(Asset, TypePath, AsBindGroup, Clone)]
|
|
struct CustomMaterial {
|
|
#[uniform(0)]
|
|
color: LinearRgba,
|
|
#[texture(1)]
|
|
#[sampler(2)]
|
|
color_texture: Option<Handle<Image>>,
|
|
alpha_mode: AlphaMode,
|
|
}
|
|
|
|
/// The Material trait is very configurable, but comes with sensible defaults for all methods.
|
|
/// You only need to implement functions for features that need non-default behavior. See the Material api docs for details!
|
|
/// When using the GLSL shading language for your shader, the specialize method must be overridden.
|
|
impl Material for CustomMaterial {
|
|
fn vertex_shader() -> ShaderRef {
|
|
VERTEX_SHADER_ASSET_PATH.into()
|
|
}
|
|
|
|
fn fragment_shader() -> ShaderRef {
|
|
FRAGMENT_SHADER_ASSET_PATH.into()
|
|
}
|
|
|
|
fn alpha_mode(&self) -> AlphaMode {
|
|
self.alpha_mode
|
|
}
|
|
|
|
// Bevy assumes by default that vertex shaders use the "vertex" entry point
|
|
// and fragment shaders use the "fragment" entry point (for WGSL shaders).
|
|
// GLSL uses "main" as the entry point, so we must override the defaults here
|
|
fn specialize(
|
|
_pipeline: &MaterialPipeline<Self>,
|
|
descriptor: &mut RenderPipelineDescriptor,
|
|
_layout: &MeshVertexBufferLayoutRef,
|
|
_key: MaterialPipelineKey<Self>,
|
|
) -> Result<(), SpecializedMeshPipelineError> {
|
|
descriptor.vertex.entry_point = "main".into();
|
|
descriptor.fragment.as_mut().unwrap().entry_point = "main".into();
|
|
Ok(())
|
|
}
|
|
}
|