bevy/examples/shader/shader_defs.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

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()
});
}