mirror of
https://github.com/bevyengine/bevy
synced 2024-11-23 05:03:47 +00:00
7482a0d26d
Fixes #15834 ## Migration Guide The APIs of `Time`, `Timer` and `Stopwatch` have been cleaned up for consistency with each other and the standard library's `Duration` type. The following methods have been renamed: - `Stowatch::paused` -> `Stopwatch::is_paused` - `Time::elapsed_seconds` -> `Time::elasped_secs` (including `_f64` and `_wrapped` variants)
107 lines
3.1 KiB
Rust
107 lines
3.1 KiB
Rust
//! This example demonstrates how to use a storage buffer with `AsBindGroup` in a custom material.
|
|
use bevy::{
|
|
prelude::*,
|
|
reflect::TypePath,
|
|
render::{
|
|
render_resource::{AsBindGroup, ShaderRef},
|
|
storage::ShaderStorageBuffer,
|
|
},
|
|
};
|
|
|
|
const SHADER_ASSET_PATH: &str = "shaders/storage_buffer.wgsl";
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, update)
|
|
.run();
|
|
}
|
|
|
|
/// set up a simple 3D scene
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut buffers: ResMut<Assets<ShaderStorageBuffer>>,
|
|
mut materials: ResMut<Assets<CustomMaterial>>,
|
|
) {
|
|
// Example data for the storage buffer
|
|
let color_data: Vec<[f32; 4]> = vec![
|
|
[1.0, 0.0, 0.0, 1.0],
|
|
[0.0, 1.0, 0.0, 1.0],
|
|
[0.0, 0.0, 1.0, 1.0],
|
|
[1.0, 1.0, 0.0, 1.0],
|
|
[0.0, 1.0, 1.0, 1.0],
|
|
];
|
|
|
|
let colors = buffers.add(ShaderStorageBuffer::from(color_data));
|
|
|
|
// Create the custom material with the storage buffer
|
|
let custom_material = CustomMaterial { colors };
|
|
|
|
let material_handle = materials.add(custom_material);
|
|
commands.insert_resource(CustomMaterialHandle(material_handle.clone()));
|
|
|
|
// Spawn cubes with the custom material
|
|
for i in -6..=6 {
|
|
for j in -3..=3 {
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::from_size(Vec3::splat(0.3)))),
|
|
MeshMaterial3d(material_handle.clone()),
|
|
Transform::from_xyz(i as f32, j as f32, 0.0),
|
|
));
|
|
}
|
|
}
|
|
|
|
// Camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(0.0, 0.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
}
|
|
|
|
// Update the material color by time
|
|
fn update(
|
|
time: Res<Time>,
|
|
material_handle: Res<CustomMaterialHandle>,
|
|
mut materials: ResMut<Assets<CustomMaterial>>,
|
|
mut buffers: ResMut<Assets<ShaderStorageBuffer>>,
|
|
) {
|
|
let material = materials.get_mut(&material_handle.0).unwrap();
|
|
let buffer = buffers.get_mut(&material.colors).unwrap();
|
|
buffer.set_data(
|
|
(0..5)
|
|
.map(|i| {
|
|
let t = time.elapsed_secs() * 5.0;
|
|
[
|
|
ops::sin(t + i as f32) / 2.0 + 0.5,
|
|
ops::sin(t + i as f32 + 2.0) / 2.0 + 0.5,
|
|
ops::sin(t + i as f32 + 4.0) / 2.0 + 0.5,
|
|
1.0,
|
|
]
|
|
})
|
|
.collect::<Vec<[f32; 4]>>()
|
|
.as_slice(),
|
|
);
|
|
}
|
|
|
|
// Holds a handle to the custom material
|
|
#[derive(Resource)]
|
|
struct CustomMaterialHandle(Handle<CustomMaterial>);
|
|
|
|
// This struct defines the data that will be passed to your shader
|
|
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
|
|
struct CustomMaterial {
|
|
#[storage(0, read_only)]
|
|
colors: Handle<ShaderStorageBuffer>,
|
|
}
|
|
|
|
impl Material for CustomMaterial {
|
|
fn vertex_shader() -> ShaderRef {
|
|
SHADER_ASSET_PATH.into()
|
|
}
|
|
|
|
fn fragment_shader() -> ShaderRef {
|
|
SHADER_ASSET_PATH.into()
|
|
}
|
|
}
|