bevy/examples/shader/shader_material.rs
Carter Anderson ffecb05a0a Replace old renderer with new renderer (#3312)
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.

The examples are all ported over and operational with a few exceptions:

* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
2021-12-14 03:58:23 +00:00

231 lines
7.7 KiB
Rust

use bevy::{
core_pipeline::Transparent3d,
ecs::system::{lifetimeless::*, SystemParamItem},
pbr::{
DrawMesh, MeshPipeline, MeshPipelineKey, MeshUniform, SetMeshBindGroup,
SetMeshViewBindGroup,
},
prelude::*,
reflect::TypeUuid,
render::{
camera::PerspectiveCameraBundle,
render_asset::{PrepareAssetError, RenderAsset, RenderAssetPlugin, RenderAssets},
render_component::ExtractComponentPlugin,
render_phase::{
AddRenderCommand, DrawFunctions, EntityRenderCommand, RenderCommandResult, RenderPhase,
SetItemPipeline, TrackedRenderPass,
},
render_resource::*,
renderer::RenderDevice,
view::{ExtractedView, Msaa},
RenderApp, RenderStage,
},
};
use crevice::std140::{AsStd140, Std140};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(CustomMaterialPlugin)
.add_startup_system(setup)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
) {
// cube
commands.spawn().insert_bundle((
meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
Transform::from_xyz(0.0, 0.5, 0.0),
GlobalTransform::default(),
Visibility::default(),
ComputedVisibility::default(),
materials.add(CustomMaterial {
color: Color::GREEN,
}),
));
// camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
});
}
#[derive(Debug, Clone, TypeUuid)]
#[uuid = "4ee9c363-1124-4113-890e-199d81b00281"]
pub struct CustomMaterial {
color: Color,
}
#[derive(Clone)]
pub struct GpuCustomMaterial {
_buffer: Buffer,
bind_group: BindGroup,
}
impl RenderAsset for CustomMaterial {
type ExtractedAsset = CustomMaterial;
type PreparedAsset = GpuCustomMaterial;
type Param = (SRes<RenderDevice>, SRes<CustomPipeline>);
fn extract_asset(&self) -> Self::ExtractedAsset {
self.clone()
}
fn prepare_asset(
extracted_asset: Self::ExtractedAsset,
(render_device, custom_pipeline): &mut SystemParamItem<Self::Param>,
) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
let color = Vec4::from_slice(&extracted_asset.color.as_linear_rgba_f32());
let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
contents: color.as_std140().as_bytes(),
label: None,
usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
});
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
entries: &[BindGroupEntry {
binding: 0,
resource: buffer.as_entire_binding(),
}],
label: None,
layout: &custom_pipeline.material_layout,
});
Ok(GpuCustomMaterial {
_buffer: buffer,
bind_group,
})
}
}
pub struct CustomMaterialPlugin;
impl Plugin for CustomMaterialPlugin {
fn build(&self, app: &mut App) {
app.add_asset::<CustomMaterial>()
.add_plugin(ExtractComponentPlugin::<Handle<CustomMaterial>>::default())
.add_plugin(RenderAssetPlugin::<CustomMaterial>::default());
app.sub_app(RenderApp)
.add_render_command::<Transparent3d, DrawCustom>()
.init_resource::<CustomPipeline>()
.init_resource::<SpecializedPipelines<CustomPipeline>>()
.add_system_to_stage(RenderStage::Queue, queue_custom);
}
}
pub struct CustomPipeline {
mesh_pipeline: MeshPipeline,
material_layout: BindGroupLayout,
shader: Handle<Shader>,
}
impl SpecializedPipeline for CustomPipeline {
type Key = MeshPipelineKey;
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
let mut descriptor = self.mesh_pipeline.specialize(key);
descriptor.fragment.as_mut().unwrap().shader = self.shader.clone();
descriptor.layout = Some(vec![
self.mesh_pipeline.view_layout.clone(),
self.material_layout.clone(),
self.mesh_pipeline.mesh_layout.clone(),
]);
descriptor
}
}
impl FromWorld for CustomPipeline {
fn from_world(world: &mut World) -> Self {
let asset_server = world.get_resource::<AssetServer>().unwrap();
// Watch for changes, allowing for hot shader reloading
// Try changing custom_material.wgsl while the app is running!
asset_server.watch_for_changes().unwrap();
let render_device = world.get_resource::<RenderDevice>().unwrap();
let material_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: BufferSize::new(Vec4::std140_size_static() as u64),
},
count: None,
}],
label: None,
});
CustomPipeline {
mesh_pipeline: world.get_resource::<MeshPipeline>().unwrap().clone(),
shader: asset_server.load("shaders/custom_material.wgsl"),
material_layout,
}
}
}
#[allow(clippy::too_many_arguments)]
pub fn queue_custom(
transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
materials: Res<RenderAssets<CustomMaterial>>,
custom_pipeline: Res<CustomPipeline>,
mut pipeline_cache: ResMut<RenderPipelineCache>,
mut specialized_pipelines: ResMut<SpecializedPipelines<CustomPipeline>>,
msaa: Res<Msaa>,
material_meshes: Query<(Entity, &Handle<CustomMaterial>, &MeshUniform), With<Handle<Mesh>>>,
mut views: Query<(&ExtractedView, &mut RenderPhase<Transparent3d>)>,
) {
let draw_custom = transparent_3d_draw_functions
.read()
.get_id::<DrawCustom>()
.unwrap();
let key = MeshPipelineKey::from_msaa_samples(msaa.samples);
for (view, mut transparent_phase) in views.iter_mut() {
let view_matrix = view.transform.compute_matrix();
let view_row_2 = view_matrix.row(2);
for (entity, material_handle, mesh_uniform) in material_meshes.iter() {
if materials.contains_key(material_handle) {
transparent_phase.add(Transparent3d {
entity,
pipeline: specialized_pipelines.specialize(
&mut pipeline_cache,
&custom_pipeline,
key,
),
draw_function: draw_custom,
distance: view_row_2.dot(mesh_uniform.transform.col(3)),
});
}
}
}
}
type DrawCustom = (
SetItemPipeline,
SetMeshViewBindGroup<0>,
SetCustomMaterialBindGroup,
SetMeshBindGroup<2>,
DrawMesh,
);
struct SetCustomMaterialBindGroup;
impl EntityRenderCommand for SetCustomMaterialBindGroup {
type Param = (
SRes<RenderAssets<CustomMaterial>>,
SQuery<Read<Handle<CustomMaterial>>>,
);
fn render<'w>(
_view: Entity,
item: Entity,
(materials, query): SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let material_handle = query.get(item).unwrap();
let material = materials.into_inner().get(material_handle).unwrap();
pass.set_bind_group(1, &material.bind_group, &[]);
RenderCommandResult::Success
}
}