mirror of
https://github.com/bevyengine/bevy
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7cb4d3cb43
# Objective - Unify buffer APIs - Also see #4272 ## Solution - Replace vendored `crevice` with `encase` --- ## Changelog Changed `StorageBuffer` Added `DynamicStorageBuffer` Replaced `UniformVec` with `UniformBuffer` Replaced `DynamicUniformVec` with `DynamicUniformBuffer` ## Migration Guide ### `StorageBuffer` removed `set_body()`, `values()`, `values_mut()`, `clear()`, `push()`, `append()` added `set()`, `get()`, `get_mut()` ### `UniformVec` -> `UniformBuffer` renamed `uniform_buffer()` to `buffer()` removed `len()`, `is_empty()`, `capacity()`, `push()`, `reserve()`, `clear()`, `values()` added `set()`, `get()` ### `DynamicUniformVec` -> `DynamicUniformBuffer` renamed `uniform_buffer()` to `buffer()` removed `capacity()`, `reserve()` Co-authored-by: Carter Anderson <mcanders1@gmail.com>
141 lines
4.3 KiB
Rust
141 lines
4.3 KiB
Rust
//! A custom shader using the GLSL shading language.
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use bevy::{
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ecs::system::{lifetimeless::SRes, SystemParamItem},
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pbr::{MaterialPipeline, SpecializedMaterial},
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prelude::*,
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reflect::TypeUuid,
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render::{
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mesh::MeshVertexBufferLayout,
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render_asset::{PrepareAssetError, RenderAsset},
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render_resource::*,
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renderer::RenderDevice,
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},
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugin(MaterialPlugin::<CustomMaterial>::default())
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.add_startup_system(setup)
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.run();
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}
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<CustomMaterial>>,
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) {
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// cube
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commands.spawn().insert_bundle(MaterialMeshBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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material: materials.add(CustomMaterial {
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color: Color::GREEN,
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}),
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..default()
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});
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// camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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#[derive(Debug, Clone, TypeUuid)]
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#[uuid = "4ee9c363-1124-4113-890e-199d81b00281"]
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pub struct CustomMaterial {
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color: Color,
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}
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#[derive(Clone)]
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pub struct GpuCustomMaterial {
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_buffer: Buffer,
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bind_group: BindGroup,
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}
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impl RenderAsset for CustomMaterial {
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type ExtractedAsset = CustomMaterial;
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type PreparedAsset = GpuCustomMaterial;
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type Param = (SRes<RenderDevice>, SRes<MaterialPipeline<Self>>);
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fn extract_asset(&self) -> Self::ExtractedAsset {
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self.clone()
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}
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fn prepare_asset(
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extracted_asset: Self::ExtractedAsset,
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(render_device, material_pipeline): &mut SystemParamItem<Self::Param>,
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) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
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let color = Vec4::from_slice(&extracted_asset.color.as_linear_rgba_f32());
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let byte_buffer = [0u8; Vec4::SIZE.get() as usize];
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let mut buffer = encase::UniformBuffer::new(byte_buffer);
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buffer.write(&color).unwrap();
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let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
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contents: buffer.as_ref(),
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label: None,
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usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
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});
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let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
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entries: &[BindGroupEntry {
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binding: 0,
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resource: buffer.as_entire_binding(),
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}],
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label: None,
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layout: &material_pipeline.material_layout,
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});
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Ok(GpuCustomMaterial {
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_buffer: buffer,
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bind_group,
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})
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}
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}
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impl SpecializedMaterial for CustomMaterial {
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type Key = ();
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fn key(_: &<CustomMaterial as RenderAsset>::PreparedAsset) -> Self::Key {}
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fn specialize(
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_pipeline: &MaterialPipeline<Self>,
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descriptor: &mut RenderPipelineDescriptor,
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_: Self::Key,
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_layout: &MeshVertexBufferLayout,
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) -> Result<(), SpecializedMeshPipelineError> {
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descriptor.vertex.entry_point = "main".into();
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descriptor.fragment.as_mut().unwrap().entry_point = "main".into();
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Ok(())
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}
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fn vertex_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
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Some(asset_server.load("shaders/custom_material.vert"))
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}
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fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
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Some(asset_server.load("shaders/custom_material.frag"))
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}
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fn bind_group(render_asset: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup {
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&render_asset.bind_group
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}
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fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
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render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: Some(Vec4::min_size()),
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},
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count: None,
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}],
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label: None,
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})
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}
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}
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