mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +00:00
81b53d15d4
Resolves #1253 #1562 This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder. In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions. I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
146 lines
4.6 KiB
Rust
146 lines
4.6 KiB
Rust
use bevy::{
|
|
prelude::*,
|
|
reflect::TypeUuid,
|
|
render::{
|
|
mesh::{shape, VertexAttributeValues},
|
|
pipeline::{PipelineDescriptor, RenderPipeline},
|
|
render_graph::{base, AssetRenderResourcesNode, RenderGraph},
|
|
renderer::RenderResources,
|
|
shader::{ShaderStage, ShaderStages},
|
|
},
|
|
};
|
|
|
|
/// This example illustrates how to add a custom attribute to a mesh and use it in a custom shader.
|
|
fn main() {
|
|
App::build()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_asset::<MyMaterialWithVertexColorSupport>()
|
|
.add_startup_system(setup.system())
|
|
.run();
|
|
}
|
|
|
|
#[derive(RenderResources, Default, TypeUuid)]
|
|
#[uuid = "0320b9b8-b3a3-4baa-8bfa-c94008177b17"]
|
|
struct MyMaterialWithVertexColorSupport;
|
|
|
|
const VERTEX_SHADER: &str = r#"
|
|
#version 450
|
|
layout(location = 0) in vec3 Vertex_Position;
|
|
layout(location = 1) in vec3 Vertex_Color;
|
|
layout(location = 0) out vec3 v_color;
|
|
|
|
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);
|
|
v_color = Vertex_Color;
|
|
}
|
|
"#;
|
|
|
|
const FRAGMENT_SHADER: &str = r#"
|
|
#version 450
|
|
layout(location = 0) out vec4 o_Target;
|
|
layout(location = 0) in vec3 v_color;
|
|
|
|
void main() {
|
|
o_Target = vec4(v_color, 1.0);
|
|
}
|
|
"#;
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut pipelines: ResMut<Assets<PipelineDescriptor>>,
|
|
mut shaders: ResMut<Assets<Shader>>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<MyMaterialWithVertexColorSupport>>,
|
|
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
|
|
// MyMaterialWithVertexColorSupport resources to our shader
|
|
render_graph.add_system_node(
|
|
"my_material_with_vertex_color_support",
|
|
AssetRenderResourcesNode::<MyMaterialWithVertexColorSupport>::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_with_vertex_color_support",
|
|
base::node::MAIN_PASS,
|
|
)
|
|
.unwrap();
|
|
|
|
// Create a new material
|
|
let material = materials.add(MyMaterialWithVertexColorSupport {});
|
|
|
|
// create a generic cube
|
|
let mut cube_with_vertex_colors = Mesh::from(shape::Cube { size: 2.0 });
|
|
|
|
// insert our custom color attribute with some nice colors!
|
|
cube_with_vertex_colors.set_attribute(
|
|
// name of the attribute
|
|
"Vertex_Color",
|
|
// the vertex attributes, represented by `VertexAttributeValues`
|
|
// NOTE: the attribute count has to be consistent across all attributes, otherwise bevy
|
|
// will panic.
|
|
VertexAttributeValues::from(vec![
|
|
// top
|
|
[0.79, 0.73, 0.07],
|
|
[0.74, 0.14, 0.29],
|
|
[0.08, 0.55, 0.74],
|
|
[0.20, 0.27, 0.29],
|
|
// bottom
|
|
[0.79, 0.73, 0.07],
|
|
[0.74, 0.14, 0.29],
|
|
[0.08, 0.55, 0.74],
|
|
[0.20, 0.27, 0.29],
|
|
// right
|
|
[0.79, 0.73, 0.07],
|
|
[0.74, 0.14, 0.29],
|
|
[0.08, 0.55, 0.74],
|
|
[0.20, 0.27, 0.29],
|
|
// left
|
|
[0.79, 0.73, 0.07],
|
|
[0.74, 0.14, 0.29],
|
|
[0.08, 0.55, 0.74],
|
|
[0.20, 0.27, 0.29],
|
|
// front
|
|
[0.79, 0.73, 0.07],
|
|
[0.74, 0.14, 0.29],
|
|
[0.08, 0.55, 0.74],
|
|
[0.20, 0.27, 0.29],
|
|
// back
|
|
[0.79, 0.73, 0.07],
|
|
[0.74, 0.14, 0.29],
|
|
[0.08, 0.55, 0.74],
|
|
[0.20, 0.27, 0.29],
|
|
]),
|
|
);
|
|
// cube
|
|
commands
|
|
.spawn_bundle(MeshBundle {
|
|
mesh: meshes.add(cube_with_vertex_colors), // use our cube with vertex colors
|
|
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()
|
|
});
|
|
}
|