mirror of
https://github.com/bevyengine/bevy
synced 2024-11-23 13:13:49 +00:00
b6a647cc01
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`. ```rust use bevy::prelude::*; #[derive(Default)] struct Foo { bar: usize, baz: usize, } // Normally you would do this: let foo = Foo { bar: 10, ..Default::default() }; // But now you can do this: let foo = Foo { bar: 10, ..default() }; ``` The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
131 lines
4.5 KiB
Rust
131 lines
4.5 KiB
Rust
use bevy::{
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ecs::system::{lifetimeless::SRes, SystemParamItem},
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pbr::MaterialPipeline,
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prelude::*,
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reflect::TypeUuid,
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render::{
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render_asset::{PrepareAssetError, RenderAsset},
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render_resource::{
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std140::{AsStd140, Std140},
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BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
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BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingType, Buffer,
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BufferBindingType, BufferInitDescriptor, BufferSize, BufferUsages, ShaderStages,
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},
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renderer::RenderDevice,
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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)
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.add_plugin(MaterialPlugin::<CustomMaterial>::default())
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.add_startup_system(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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) {
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// cube
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commands.spawn().insert_bundle(MaterialMeshBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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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::GREEN,
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}),
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..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(-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(Debug, Clone, TypeUuid)]
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#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
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pub struct CustomMaterial {
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color: Color,
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}
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#[derive(Clone)]
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pub struct GpuCustomMaterial {
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_buffer: Buffer,
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bind_group: BindGroup,
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}
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// The implementation of [`Material`] needs this impl to work properly.
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impl RenderAsset for CustomMaterial {
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type ExtractedAsset = CustomMaterial;
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type PreparedAsset = GpuCustomMaterial;
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type Param = (SRes<RenderDevice>, SRes<MaterialPipeline<Self>>);
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fn extract_asset(&self) -> Self::ExtractedAsset {
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self.clone()
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}
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fn prepare_asset(
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extracted_asset: Self::ExtractedAsset,
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(render_device, material_pipeline): &mut SystemParamItem<Self::Param>,
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) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
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let color = Vec4::from_slice(&extracted_asset.color.as_linear_rgba_f32());
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let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
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contents: color.as_std140().as_bytes(),
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label: None,
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usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
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});
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let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
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entries: &[BindGroupEntry {
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binding: 0,
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resource: buffer.as_entire_binding(),
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}],
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label: None,
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layout: &material_pipeline.material_layout,
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});
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Ok(GpuCustomMaterial {
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_buffer: buffer,
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bind_group,
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})
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}
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}
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impl Material for CustomMaterial {
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// When creating a custom material, you need to define either a vertex shader, a fragment shader or both.
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// If you don't define one of them it will use the default mesh shader which can be found at
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// <https://github.com/bevyengine/bevy/blob/latest/crates/bevy_pbr/src/render/mesh.wgsl>
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// For this example we don't need a vertex shader
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// fn vertex_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
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// // Use the same path as the fragment shader since wgsl let's you define both shader in the same file
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// Some(asset_server.load("shaders/custom_material.wgsl"))
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// }
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fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
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Some(asset_server.load("shaders/custom_material.wgsl"))
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}
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fn bind_group(render_asset: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup {
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&render_asset.bind_group
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}
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fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
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render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: BufferSize::new(Vec4::std140_size_static() as u64),
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},
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count: None,
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}],
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label: None,
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})
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}
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}
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