mirror of
https://github.com/bevyengine/bevy
synced 2024-11-15 01:18:01 +00:00
120 lines
3.5 KiB
Rust
120 lines
3.5 KiB
Rust
use bevy::{prelude::*, render::shader};
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fn main() {
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App::build()
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.add_default_plugins()
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.add_asset::<MyMaterial>()
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.add_startup_system(setup.system())
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.add_system_to_stage(
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stage::POST_UPDATE,
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shader::asset_shader_def_system::<MyMaterial>.system(),
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)
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.run();
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}
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#[derive(Uniforms, Default)]
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struct MyMaterial {
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pub color: Color,
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#[uniform(ignore, shader_def)]
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pub always_red: bool,
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}
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const VERTEX_SHADER: &str = r#"
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#version 450
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layout(location = 0) in vec3 Vertex_Position;
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layout(set = 0, binding = 0) uniform Camera {
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mat4 ViewProj;
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};
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layout(set = 1, binding = 0) uniform Transform {
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mat4 Model;
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};
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void main() {
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gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
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}
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"#;
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const FRAGMENT_SHADER: &str = r#"
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#version 450
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layout(location = 0) out vec4 o_Target;
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layout(set = 1, binding = 1) uniform MyMaterial_color {
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vec4 color;
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};
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void main() {
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o_Target = color;
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# ifdef MYMATERIAL_ALWAYS_RED
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o_Target = vec4(0.8, 0.0, 0.0, 1.0);
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# endif
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}
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"#;
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fn setup(
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command_buffer: &mut CommandBuffer,
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mut pipelines: ResMut<Assets<PipelineDescriptor>>,
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mut shaders: ResMut<Assets<Shader>>,
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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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// create new shader pipeline and add to main pass in Render Graph
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let pipeline_handle = {
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let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
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vertex: shaders.add(Shader::from_glsl(ShaderStage::Vertex, VERTEX_SHADER)),
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fragment: Some(shaders.add(Shader::from_glsl(ShaderStage::Fragment, FRAGMENT_SHADER))),
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}));
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render_graph.add_system_node("my_material", AssetUniformNode::<MyMaterial>::new(true));
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let main_pass: &mut PassNode = render_graph.get_node_mut("main_pass").unwrap();
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main_pass.add_pipeline(
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pipeline_handle,
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vec![Box::new(draw_target::AssignedMeshesDrawTarget)],
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);
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pipeline_handle
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};
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// create materials
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let green_material = materials.add(MyMaterial {
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color: Color::rgb(0.0, 0.8, 0.0),
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always_red: false,
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});
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let red_material = materials.add(MyMaterial {
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color: Color::rgb(0.0, 0.0, 0.0),
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always_red: true,
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});
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let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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command_buffer
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.build()
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// cube
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.add_entity(MeshMaterialEntity::<MyMaterial> {
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mesh: cube_handle,
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renderable: Renderable {
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pipelines: vec![pipeline_handle],
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..Default::default()
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},
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material: green_material,
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translation: Translation::new(-2.0, 0.0, 0.0),
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..Default::default()
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})
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// cube
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.add_entity(MeshMaterialEntity::<MyMaterial> {
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mesh: cube_handle,
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renderable: Renderable {
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pipelines: vec![pipeline_handle],
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..Default::default()
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},
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material: red_material,
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translation: Translation::new(2.0, 0.0, 0.0),
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..Default::default()
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})
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// camera
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.add_entity(PerspectiveCameraEntity {
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transform: Transform::new_sync_disabled(Mat4::look_at_rh(
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Vec3::new(3.0, 8.0, 5.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 1.0),
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)),
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..Default::default()
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});
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}
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