bevy/examples/shader/storage_buffer.rs
charlotte 5eca832cee
Add convenience methods for constructing and setting storage buffer data (#15044)
Adds some methods to assist in building `ShaderStorageBuffer` without
using `bytemuck`. We keep the `&[u8]` constructors since this is still
modeled as a thin wrapper around the buffer descriptor, but should make
it easier to interact with at the cost of an extra allocation in the
`ShaderType` path for the buffer writer.

Follow up from #14663
2024-09-09 15:28:31 +00:00

106 lines
3.1 KiB
Rust

//! This example demonstrates how to use a storage buffer with `AsBindGroup` in a custom material.
use bevy::{
prelude::*,
reflect::TypePath,
render::render_resource::{AsBindGroup, ShaderRef},
};
use bevy_render::storage::ShaderStorageBuffer;
const SHADER_ASSET_PATH: &str = "shaders/storage_buffer.wgsl";
fn main() {
App::new()
.add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut buffers: ResMut<Assets<ShaderStorageBuffer>>,
mut materials: ResMut<Assets<CustomMaterial>>,
) {
// Example data for the storage buffer
let color_data: Vec<[f32; 4]> = vec![
[1.0, 0.0, 0.0, 1.0],
[0.0, 1.0, 0.0, 1.0],
[0.0, 0.0, 1.0, 1.0],
[1.0, 1.0, 0.0, 1.0],
[0.0, 1.0, 1.0, 1.0],
];
let colors = buffers.add(ShaderStorageBuffer::from(color_data));
// Create the custom material with the storage buffer
let custom_material = CustomMaterial { colors };
let material_handle = materials.add(custom_material);
commands.insert_resource(CustomMaterialHandle(material_handle.clone()));
// Spawn cubes with the custom material
for i in -6..=6 {
for j in -3..=3 {
commands.spawn(MaterialMeshBundle {
mesh: meshes.add(Cuboid::from_size(Vec3::splat(0.3))),
material: material_handle.clone(),
transform: Transform::from_xyz(i as f32, j as f32, 0.0),
..default()
});
}
}
// Camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
// Update the material color by time
fn update(
time: Res<Time>,
material_handle: Res<CustomMaterialHandle>,
mut materials: ResMut<Assets<CustomMaterial>>,
mut buffers: ResMut<Assets<ShaderStorageBuffer>>,
) {
let material = materials.get_mut(&material_handle.0).unwrap();
let buffer = buffers.get_mut(&material.colors).unwrap();
buffer.set_data(
(0..5)
.map(|i| {
let t = time.elapsed_seconds() * 5.0;
[
(t + i as f32).sin() / 2.0 + 0.5,
(t + i as f32 + 2.0).sin() / 2.0 + 0.5,
(t + i as f32 + 4.0).sin() / 2.0 + 0.5,
1.0,
]
})
.collect::<Vec<[f32; 4]>>()
.as_slice(),
);
}
// Holds a handle to the custom material
#[derive(Resource)]
struct CustomMaterialHandle(Handle<CustomMaterial>);
// This struct defines the data that will be passed to your shader
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
struct CustomMaterial {
#[storage(0, read_only)]
colors: Handle<ShaderStorageBuffer>,
}
impl Material for CustomMaterial {
fn vertex_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}