bevy/examples/shader/shader_defs.rs

120 lines
3.5 KiB
Rust

use bevy::{prelude::*, render::shader};
fn main() {
App::build()
.add_default_plugins()
.add_asset::<MyMaterial>()
.add_startup_system(setup.system())
.add_system_to_stage(
stage::POST_UPDATE,
shader::asset_shader_def_system::<MyMaterial>.system(),
)
.run();
}
#[derive(Uniforms, Default)]
struct MyMaterial {
pub color: Color,
#[uniform(ignore, shader_def)]
pub always_red: bool,
}
const VERTEX_SHADER: &str = 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 Transform {
mat4 Model;
};
void main() {
gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
}
"#;
const FRAGMENT_SHADER: &str = 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;
# ifdef MYMATERIAL_ALWAYS_RED
o_Target = vec4(0.8, 0.0, 0.0, 1.0);
# endif
}
"#;
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, VERTEX_SHADER)),
fragment: Some(shaders.add(Shader::from_glsl(ShaderStage::Fragment, FRAGMENT_SHADER))),
}));
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 green_material = materials.add(MyMaterial {
color: Color::rgb(0.0, 0.8, 0.0),
always_red: false,
});
let red_material = materials.add(MyMaterial {
color: Color::rgb(0.0, 0.0, 0.0),
always_red: true,
});
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: green_material,
translation: Translation::new(-2.0, 0.0, 0.0),
..Default::default()
})
// cube
.add_entity(MeshMaterialEntity::<MyMaterial> {
mesh: cube_handle,
renderable: Renderable {
pipelines: vec![pipeline_handle],
..Default::default()
},
material: red_material,
translation: Translation::new(2.0, 0.0, 0.0),
..Default::default()
})
// camera
.add_entity(PerspectiveCameraEntity {
transform: Transform::new_sync_disabled(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()
});
}