bevy/examples/shader/shader_custom_material.rs
Jasen Borisov 57f9ac18d7
OrthographicProjection scaling mode + camera bundle refactoring (#400)
* add normalized orthographic projection

* custom scale for ScaledOrthographicProjection

* allow choosing base axis for ScaledOrthographicProjection

* cargo fmt

* add general (scaled) orthographic camera bundle

FIXME: does the same "far" trick from Camera2DBundle make any sense here?

* fixes

* camera bundles: rename and new ortho constructors

* unify orthographic projections

* give PerspectiveCameraBundle constructors like those of OrthographicCameraBundle

* update examples with new camera bundle syntax

* rename CameraUiBundle to UiCameraBundle

* update examples

* ScalingMode::None

* remove extra blank lines

* sane default bounds for orthographic projection

* fix alien_cake_addict example

* reorder ScalingMode enum variants

* ios example fix
2021-01-30 02:31:03 -08:00

101 lines
3 KiB
Rust

use bevy::{
prelude::*,
reflect::TypeUuid,
render::{
mesh::shape,
pipeline::{PipelineDescriptor, RenderPipeline},
render_graph::{base, AssetRenderResourcesNode, RenderGraph},
renderer::RenderResources,
shader::{ShaderStage, ShaderStages},
},
};
/// This example illustrates how to create a custom material asset and a shader that uses that material
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.add_asset::<MyMaterial>()
.add_startup_system(setup.system())
.run();
}
#[derive(RenderResources, Default, TypeUuid)]
#[uuid = "1e08866c-0b8a-437e-8bce-37733b25127e"]
struct MyMaterial {
pub color: Color,
}
const VERTEX_SHADER: &str = r#"
#version 450
layout(location = 0) in vec3 Vertex_Position;
layout(set = 0, binding = 0) uniform Camera {
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;
}
"#;
fn setup(
commands: &mut 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 new material
let material = materials.add(MyMaterial {
color: Color::rgb(0.0, 0.8, 0.0),
});
// Setup our world
commands
// cube
.spawn(MeshBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })),
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
pipeline_handle,
)]),
transform: Transform::from_xyz(0.0, 0.0, 0.0),
..Default::default()
})
.with(material)
// camera
.spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(3.0, 5.0, -8.0)
.looking_at(Vec3::default(), Vec3::unit_y()),
..Default::default()
});
}