bevy/examples/shader/shader_custom_material.rs
Carter Anderson 11b41206eb Add upstream bevy_ecs and prepare for custom-shaders merge (#2815)
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).
2021-09-14 06:14:19 +00:00

102 lines
2.9 KiB
Rust

use bevy::{
prelude::*,
reflect::TypeUuid,
render::{
mesh::shape,
pipeline::{PipelineDescriptor, RenderPipeline},
render_graph::{base, AssetRenderResourcesNode, RenderGraph},
renderer::RenderResources,
shader::{ShaderStage, ShaderStages},
},
};
/// This example illustrates how to create a custom material asset and a shader that uses that
/// material
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_asset::<MyMaterial>()
.add_startup_system(setup)
.run();
}
#[derive(RenderResources, Default, TypeUuid)]
#[uuid = "1e08866c-0b8a-437e-8bce-37733b25127e"]
struct MyMaterial {
pub color: Color,
}
const VERTEX_SHADER: &str = r#"
#version 450
layout(location = 0) in vec3 Vertex_Position;
layout(set = 0, binding = 0) uniform CameraViewProj {
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 = 2, binding = 0) uniform MyMaterial_color {
vec4 color;
};
void main() {
o_Target = color;
}
"#;
fn setup(
mut commands: Commands,
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 a new shader pipeline
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))),
}));
// 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()
});
}