mirror of
https://github.com/bevyengine/bevy
synced 2024-11-14 08:58:04 +00:00
f18f28874a
# Objective - Better consistency with `add_systems`. - Deprecating `add_plugin` in favor of a more powerful `add_plugins`. - Allow passing `Plugin` to `add_plugins`. - Allow passing tuples to `add_plugins`. ## Solution - `App::add_plugins` now takes an `impl Plugins` parameter. - `App::add_plugin` is deprecated. - `Plugins` is a new sealed trait that is only implemented for `Plugin`, `PluginGroup` and tuples over `Plugins`. - All examples, benchmarks and tests are changed to use `add_plugins`, using tuples where appropriate. --- ## Changelog ### Changed - `App::add_plugins` now accepts all types that implement `Plugins`, which is implemented for: - Types that implement `Plugin`. - Types that implement `PluginGroup`. - Tuples (up to 16 elements) over types that implement `Plugins`. - Deprecated `App::add_plugin` in favor of `App::add_plugins`. ## Migration Guide - Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
101 lines
3 KiB
Rust
101 lines
3 KiB
Rust
//! A shader that uses "shaders defs", which selectively toggle parts of a shader.
|
|
|
|
use bevy::{
|
|
pbr::{MaterialPipeline, MaterialPipelineKey},
|
|
prelude::*,
|
|
reflect::{TypePath, TypeUuid},
|
|
render::{
|
|
mesh::MeshVertexBufferLayout,
|
|
render_resource::{
|
|
AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError,
|
|
},
|
|
},
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
|
|
.add_systems(Startup, setup)
|
|
.run();
|
|
}
|
|
|
|
/// set up a simple 3D scene
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<CustomMaterial>>,
|
|
) {
|
|
// blue cube
|
|
commands.spawn(MaterialMeshBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
|
transform: Transform::from_xyz(-1.0, 0.5, 0.0),
|
|
material: materials.add(CustomMaterial {
|
|
color: Color::BLUE,
|
|
is_red: false,
|
|
}),
|
|
..default()
|
|
});
|
|
|
|
// red cube (with green color overridden by the IS_RED "shader def")
|
|
commands.spawn(MaterialMeshBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
|
transform: Transform::from_xyz(1.0, 0.5, 0.0),
|
|
material: materials.add(CustomMaterial {
|
|
color: Color::GREEN,
|
|
is_red: true,
|
|
}),
|
|
..default()
|
|
});
|
|
|
|
// camera
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
impl Material for CustomMaterial {
|
|
fn fragment_shader() -> ShaderRef {
|
|
"shaders/shader_defs.wgsl".into()
|
|
}
|
|
|
|
fn specialize(
|
|
_pipeline: &MaterialPipeline<Self>,
|
|
descriptor: &mut RenderPipelineDescriptor,
|
|
_layout: &MeshVertexBufferLayout,
|
|
key: MaterialPipelineKey<Self>,
|
|
) -> Result<(), SpecializedMeshPipelineError> {
|
|
if key.bind_group_data.is_red {
|
|
let fragment = descriptor.fragment.as_mut().unwrap();
|
|
fragment.shader_defs.push("IS_RED".into());
|
|
}
|
|
Ok(())
|
|
}
|
|
}
|
|
|
|
// This is the struct that will be passed to your shader
|
|
#[derive(AsBindGroup, TypeUuid, TypePath, Debug, Clone)]
|
|
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
|
|
#[bind_group_data(CustomMaterialKey)]
|
|
pub struct CustomMaterial {
|
|
#[uniform(0)]
|
|
color: Color,
|
|
is_red: bool,
|
|
}
|
|
|
|
// This key is used to identify a specific permutation of this material pipeline.
|
|
// In this case, we specialize on whether or not to configure the "IS_RED" shader def.
|
|
// Specialization keys should be kept as small / cheap to hash as possible,
|
|
// as they will be used to look up the pipeline for each drawn entity with this material type.
|
|
#[derive(Eq, PartialEq, Hash, Clone)]
|
|
pub struct CustomMaterialKey {
|
|
is_red: bool,
|
|
}
|
|
|
|
impl From<&CustomMaterial> for CustomMaterialKey {
|
|
fn from(material: &CustomMaterial) -> Self {
|
|
Self {
|
|
is_red: material.is_red,
|
|
}
|
|
}
|
|
}
|