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.
135 lines
4.1 KiB
Rust
135 lines
4.1 KiB
Rust
use bevy::{
|
|
prelude::*,
|
|
reflect::TypeUuid,
|
|
render::{
|
|
mesh::shape,
|
|
pipeline::{PipelineDescriptor, RenderPipeline},
|
|
render_graph::{base, AssetRenderResourcesNode, RenderGraph},
|
|
renderer::RenderResources,
|
|
shader::{asset_shader_defs_system, ShaderDefs, ShaderStage, ShaderStages},
|
|
},
|
|
};
|
|
|
|
/// This example illustrates how to create a custom material asset that uses "shader defs" and a
|
|
/// shader that uses that material. In Bevy, "shader defs" are a way to selectively enable parts of
|
|
/// a shader based on values set in a component or asset.
|
|
fn main() {
|
|
App::build()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_asset::<MyMaterial>()
|
|
.add_startup_system(setup.system())
|
|
.add_system_to_stage(
|
|
CoreStage::PostUpdate,
|
|
asset_shader_defs_system::<MyMaterial>.system(),
|
|
)
|
|
.run();
|
|
}
|
|
|
|
#[derive(RenderResources, ShaderDefs, Default, TypeUuid)]
|
|
#[uuid = "620f651b-adbe-464b-b740-ba0e547282ba"]
|
|
struct MyMaterial {
|
|
pub color: Color,
|
|
#[render_resources(ignore)]
|
|
#[shader_def]
|
|
pub always_blue: bool,
|
|
}
|
|
|
|
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;
|
|
|
|
# ifdef MYMATERIAL_ALWAYS_BLUE
|
|
o_Target = vec4(0.0, 0.0, 0.8, 1.0);
|
|
# endif
|
|
}
|
|
"#;
|
|
|
|
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 green material
|
|
let green_material = materials.add(MyMaterial {
|
|
color: Color::rgb(0.0, 0.8, 0.0),
|
|
always_blue: false,
|
|
});
|
|
|
|
// Create a blue material, which uses our "always_blue" shader def
|
|
let blue_material = materials.add(MyMaterial {
|
|
color: Color::rgb(0.0, 0.0, 0.0),
|
|
always_blue: true,
|
|
});
|
|
|
|
// Create a cube mesh which will use our materials
|
|
let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 2.0 }));
|
|
|
|
// cube
|
|
commands
|
|
.spawn_bundle(MeshBundle {
|
|
mesh: cube_handle.clone(),
|
|
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
|
|
pipeline_handle.clone(),
|
|
)]),
|
|
transform: Transform::from_xyz(-2.0, 0.0, 0.0),
|
|
..Default::default()
|
|
})
|
|
.insert(green_material);
|
|
// cube
|
|
commands
|
|
.spawn_bundle(MeshBundle {
|
|
mesh: cube_handle,
|
|
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
|
|
pipeline_handle,
|
|
)]),
|
|
transform: Transform::from_xyz(2.0, 0.0, 0.0),
|
|
..Default::default()
|
|
})
|
|
.insert(blue_material);
|
|
// camera
|
|
commands.spawn_bundle(PerspectiveCameraBundle {
|
|
transform: Transform::from_xyz(3.0, 5.0, -8.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..Default::default()
|
|
});
|
|
}
|