mirror of
https://github.com/bevyengine/bevy
synced 2024-11-23 13:13:49 +00:00
11b41206eb
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals: 1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main` 2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. I split this up into 3 commits: 1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`). 2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1). 3. **support manual archetype updates in QueryState**: same situation as (2).
80 lines
2.5 KiB
Rust
80 lines
2.5 KiB
Rust
use bevy::{
|
|
prelude::*,
|
|
reflect::TypeUuid,
|
|
render::{
|
|
mesh::shape,
|
|
pipeline::{PipelineDescriptor, RenderPipeline},
|
|
render_graph::{base, AssetRenderResourcesNode, RenderGraph},
|
|
renderer::RenderResources,
|
|
shader::ShaderStages,
|
|
},
|
|
};
|
|
|
|
/// This example illustrates how to load shaders such that they can be
|
|
/// edited while the example is still running.
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_asset::<MyMaterial>()
|
|
.add_startup_system(setup)
|
|
.run();
|
|
}
|
|
|
|
#[derive(RenderResources, Default, TypeUuid)]
|
|
#[uuid = "3bf9e364-f29d-4d6c-92cf-93298466c620"]
|
|
struct MyMaterial {
|
|
pub color: Color,
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
asset_server: ResMut<AssetServer>,
|
|
mut pipelines: ResMut<Assets<PipelineDescriptor>>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<MyMaterial>>,
|
|
mut render_graph: ResMut<RenderGraph>,
|
|
) {
|
|
// Watch for changes
|
|
asset_server.watch_for_changes().unwrap();
|
|
|
|
// Create a new shader pipeline with shaders loaded from the asset directory
|
|
let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
|
|
vertex: asset_server.load::<Shader, _>("shaders/hot.vert"),
|
|
fragment: Some(asset_server.load::<Shader, _>("shaders/hot.frag")),
|
|
}));
|
|
|
|
// Add an AssetRenderResourcesNode to our Render Graph. This will bind MyMaterial resources to
|
|
// our shader
|
|
render_graph.add_system_node(
|
|
"my_material",
|
|
AssetRenderResourcesNode::<MyMaterial>::new(true),
|
|
);
|
|
|
|
// Add a Render Graph edge connecting our new "my_material" node to the main pass node. This
|
|
// ensures "my_material" runs before the main pass
|
|
render_graph
|
|
.add_node_edge("my_material", base::node::MAIN_PASS)
|
|
.unwrap();
|
|
|
|
// Create a new material
|
|
let material = materials.add(MyMaterial {
|
|
color: Color::rgb(0.0, 0.8, 0.0),
|
|
});
|
|
|
|
// cube
|
|
commands
|
|
.spawn_bundle(MeshBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })),
|
|
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
|
|
pipeline_handle,
|
|
)]),
|
|
transform: Transform::from_xyz(0.0, 0.0, 0.0),
|
|
..Default::default()
|
|
})
|
|
.insert(material);
|
|
// camera
|
|
commands.spawn_bundle(PerspectiveCameraBundle {
|
|
transform: Transform::from_xyz(3.0, 5.0, -8.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..Default::default()
|
|
});
|
|
}
|