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https://github.com/bevyengine/bevy
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81b53d15d4
Resolves #1253 #1562 This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder. In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions. I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
80 lines
2.5 KiB
Rust
80 lines
2.5 KiB
Rust
use bevy::{
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prelude::*,
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reflect::TypeUuid,
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render::{
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mesh::shape,
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pipeline::{PipelineDescriptor, RenderPipeline},
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render_graph::{base, AssetRenderResourcesNode, RenderGraph},
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renderer::RenderResources,
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shader::ShaderStages,
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},
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};
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/// This example illustrates how to load shaders such that they can be
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/// edited while the example is still running.
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fn main() {
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App::build()
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.add_plugins(DefaultPlugins)
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.add_asset::<MyMaterial>()
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.add_startup_system(setup.system())
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.run();
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}
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#[derive(RenderResources, Default, TypeUuid)]
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#[uuid = "3bf9e364-f29d-4d6c-92cf-93298466c620"]
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struct MyMaterial {
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pub color: Color,
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}
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fn setup(
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mut commands: Commands,
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asset_server: ResMut<AssetServer>,
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mut pipelines: ResMut<Assets<PipelineDescriptor>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<MyMaterial>>,
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mut render_graph: ResMut<RenderGraph>,
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) {
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// Watch for changes
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asset_server.watch_for_changes().unwrap();
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// Create a new shader pipeline with shaders loaded from the asset directory
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let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
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vertex: asset_server.load::<Shader, _>("shaders/hot.vert"),
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fragment: Some(asset_server.load::<Shader, _>("shaders/hot.frag")),
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}));
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// Add an AssetRenderResourcesNode to our Render Graph. This will bind MyMaterial resources to
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// our shader
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render_graph.add_system_node(
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"my_material",
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AssetRenderResourcesNode::<MyMaterial>::new(true),
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);
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// Add a Render Graph edge connecting our new "my_material" node to the main pass node. This
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// ensures "my_material" runs before the main pass
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render_graph
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.add_node_edge("my_material", base::node::MAIN_PASS)
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.unwrap();
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// Create a new material
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let material = materials.add(MyMaterial {
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color: Color::rgb(0.0, 0.8, 0.0),
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});
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// cube
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commands
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.spawn_bundle(MeshBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })),
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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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.insert(material);
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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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