bevy/examples/shader/mesh_custom_attribute.rs
Carter Anderson 81b53d15d4 Make Commands and World apis consistent (#1703)
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.
2021-03-23 00:23:40 +00:00

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()
});
}