mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 06:30:19 +00:00
95 lines
3 KiB
Rust
95 lines
3 KiB
Rust
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::build()
|
|
.add_default_plugins()
|
|
.add_asset::<MyMaterial>()
|
|
.add_startup_system(setup.system())
|
|
.run();
|
|
}
|
|
|
|
#[derive(Uniforms, Default)]
|
|
struct MyMaterial {
|
|
pub color: Color,
|
|
}
|
|
|
|
fn setup(
|
|
command_buffer: &mut CommandBuffer,
|
|
mut pipelines: ResMut<Assets<PipelineDescriptor>>,
|
|
mut shaders: ResMut<Assets<Shader>>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<MyMaterial>>,
|
|
mut render_graph: ResMut<RenderGraph>,
|
|
) {
|
|
// create new shader pipeline and add to main pass in Render Graph
|
|
let pipeline_handle = {
|
|
let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
|
|
vertex: shaders.add(Shader::from_glsl(
|
|
ShaderStage::Vertex,
|
|
r#"
|
|
#version 450
|
|
layout(location = 0) in vec3 Vertex_Position;
|
|
layout(set = 0, binding = 0) uniform Camera {
|
|
mat4 ViewProj;
|
|
};
|
|
layout(set = 1, binding = 0) uniform Object {
|
|
mat4 Model;
|
|
};
|
|
void main() {
|
|
gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
|
|
}
|
|
"#,
|
|
)),
|
|
fragment: Some(shaders.add(Shader::from_glsl(
|
|
ShaderStage::Fragment,
|
|
r#"
|
|
#version 450
|
|
layout(location = 0) out vec4 o_Target;
|
|
layout(set = 1, binding = 1) uniform MyMaterial_color {
|
|
vec4 color;
|
|
};
|
|
void main() {
|
|
o_Target = color;
|
|
}
|
|
"#,
|
|
))),
|
|
}));
|
|
|
|
render_graph.add_system_node("my_material", AssetUniformNode::<MyMaterial>::new(true));
|
|
let main_pass: &mut PassNode = render_graph.get_node_mut("main_pass").unwrap();
|
|
main_pass.add_pipeline(
|
|
pipeline_handle,
|
|
vec![Box::new(draw_target::AssignedMeshesDrawTarget)],
|
|
);
|
|
pipeline_handle
|
|
};
|
|
|
|
// create materials
|
|
let material = materials.add(MyMaterial {
|
|
color: Color::rgb(0.0, 0.8, 0.0),
|
|
});
|
|
let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
|
|
|
|
command_buffer
|
|
.build()
|
|
// cube
|
|
.add_entity(MeshMaterialEntity::<MyMaterial> {
|
|
mesh: cube_handle,
|
|
renderable: Renderable {
|
|
pipelines: vec![pipeline_handle],
|
|
..Default::default()
|
|
},
|
|
material,
|
|
translation: Translation::new(0.0, 0.0, 0.0),
|
|
..Default::default()
|
|
})
|
|
// camera
|
|
.add_entity(PerspectiveCameraEntity {
|
|
local_to_world: LocalToWorld(Mat4::look_at_rh(
|
|
Vec3::new(3.0, 8.0, 5.0),
|
|
Vec3::new(0.0, 0.0, 0.0),
|
|
Vec3::new(0.0, 0.0, 1.0),
|
|
)),
|
|
..Default::default()
|
|
});
|
|
}
|