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https://github.com/bevyengine/bevy
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b1476015d9
based on #3031 Adds some examples showing of how to use the new pipelined rendering for custom shaders. - a minimal shader example which doesn't use render assets - the same but using glsl - an example showing how to render instanced data - a shader which uses the seconds since startup to animate some textures Instancing shader: ![grafik](https://user-images.githubusercontent.com/22177966/139299294-e176b62a-53d1-4287-9a66-02fb55affc02.png) Animated shader: ![animate_shader](https://user-images.githubusercontent.com/22177966/139299718-2940c0f3-8480-4ee0-98d7-b6ba40dc1472.gif) (the gif makes it look a bit ugly) Co-authored-by: Carter Anderson <mcanders1@gmail.com>
249 lines
8.1 KiB
Rust
249 lines
8.1 KiB
Rust
use bevy::{
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core_pipeline::Transparent3d,
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ecs::system::{lifetimeless::SRes, SystemParamItem},
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pbr::{
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DrawMesh, MeshPipeline, MeshPipelineKey, MeshUniform, SetMeshBindGroup,
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SetMeshViewBindGroup,
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},
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prelude::*,
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render::{
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render_phase::{
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AddRenderCommand, DrawFunctions, EntityRenderCommand, RenderCommandResult, RenderPhase,
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SetItemPipeline, TrackedRenderPass,
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},
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render_resource::*,
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renderer::{RenderDevice, RenderQueue},
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view::{ComputedVisibility, ExtractedView, Msaa, Visibility},
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RenderApp, RenderStage,
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},
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugin(CustomMaterialPlugin)
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.add_startup_system(setup)
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.run();
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}
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fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
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// cube
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commands.spawn().insert_bundle((
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meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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Transform::from_xyz(0.0, 0.5, 0.0),
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GlobalTransform::default(),
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CustomMaterial,
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Visibility::default(),
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ComputedVisibility::default(),
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));
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// camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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});
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}
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#[derive(Component)]
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struct CustomMaterial;
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pub struct CustomMaterialPlugin;
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impl Plugin for CustomMaterialPlugin {
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fn build(&self, app: &mut App) {
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let render_device = app.world.get_resource::<RenderDevice>().unwrap();
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let buffer = render_device.create_buffer(&BufferDescriptor {
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label: Some("time uniform buffer"),
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size: std::mem::size_of::<f32>() as u64,
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usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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app.sub_app_mut(RenderApp)
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.add_render_command::<Transparent3d, DrawCustom>()
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.insert_resource(TimeMeta {
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buffer,
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bind_group: None,
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})
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.init_resource::<CustomPipeline>()
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.init_resource::<SpecializedPipelines<CustomPipeline>>()
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.add_system_to_stage(RenderStage::Extract, extract_time)
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.add_system_to_stage(RenderStage::Extract, extract_custom_material)
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.add_system_to_stage(RenderStage::Prepare, prepare_time)
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.add_system_to_stage(RenderStage::Queue, queue_custom)
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.add_system_to_stage(RenderStage::Queue, queue_time_bind_group);
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}
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}
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// extract the `CustomMaterial` component into the render world
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fn extract_custom_material(
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mut commands: Commands,
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mut previous_len: Local<usize>,
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mut query: Query<Entity, With<CustomMaterial>>,
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) {
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let mut values = Vec::with_capacity(*previous_len);
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for entity in query.iter_mut() {
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values.push((entity, (CustomMaterial,)));
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}
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*previous_len = values.len();
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commands.insert_or_spawn_batch(values);
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}
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// add each entity with a mesh and a `CustomMaterial` to every view's `Transparent3d` render phase using the `CustomPipeline`
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fn queue_custom(
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transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
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custom_pipeline: Res<CustomPipeline>,
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msaa: Res<Msaa>,
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mut pipelines: ResMut<SpecializedPipelines<CustomPipeline>>,
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mut pipeline_cache: ResMut<RenderPipelineCache>,
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material_meshes: Query<(Entity, &MeshUniform), (With<Handle<Mesh>>, With<CustomMaterial>)>,
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mut views: Query<(&ExtractedView, &mut RenderPhase<Transparent3d>)>,
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) {
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let draw_custom = transparent_3d_draw_functions
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.read()
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.get_id::<DrawCustom>()
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.unwrap();
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let key = MeshPipelineKey::from_msaa_samples(msaa.samples)
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| MeshPipelineKey::from_primitive_topology(PrimitiveTopology::TriangleList);
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let pipeline = pipelines.specialize(&mut pipeline_cache, &custom_pipeline, key);
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for (view, mut transparent_phase) in views.iter_mut() {
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let view_matrix = view.transform.compute_matrix();
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let view_row_2 = view_matrix.row(2);
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for (entity, mesh_uniform) in material_meshes.iter() {
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transparent_phase.add(Transparent3d {
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entity,
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pipeline,
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draw_function: draw_custom,
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distance: view_row_2.dot(mesh_uniform.transform.col(3)),
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});
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}
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}
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}
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#[derive(Default)]
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struct ExtractedTime {
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seconds_since_startup: f32,
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}
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// extract the passed time into a resource in the render world
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fn extract_time(mut commands: Commands, time: Res<Time>) {
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commands.insert_resource(ExtractedTime {
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seconds_since_startup: time.seconds_since_startup() as f32,
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});
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}
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struct TimeMeta {
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buffer: Buffer,
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bind_group: Option<BindGroup>,
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}
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// write the extracted time into the corresponding uniform buffer
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fn prepare_time(
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time: Res<ExtractedTime>,
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time_meta: ResMut<TimeMeta>,
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render_queue: Res<RenderQueue>,
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) {
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render_queue.write_buffer(
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&time_meta.buffer,
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0,
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bevy::core::cast_slice(&[time.seconds_since_startup]),
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);
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}
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// create a bind group for the time uniform buffer
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fn queue_time_bind_group(
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render_device: Res<RenderDevice>,
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mut time_meta: ResMut<TimeMeta>,
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pipeline: Res<CustomPipeline>,
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) {
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let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
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label: None,
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layout: &pipeline.time_bind_group_layout,
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entries: &[BindGroupEntry {
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binding: 0,
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resource: time_meta.buffer.as_entire_binding(),
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}],
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});
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time_meta.bind_group = Some(bind_group);
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}
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pub struct CustomPipeline {
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shader: Handle<Shader>,
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mesh_pipeline: MeshPipeline,
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time_bind_group_layout: BindGroupLayout,
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}
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impl FromWorld for CustomPipeline {
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fn from_world(world: &mut World) -> Self {
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let world = world.cell();
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let asset_server = world.get_resource::<AssetServer>().unwrap();
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let shader = asset_server.load("shaders/animate_shader.wgsl");
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let render_device = world.get_resource_mut::<RenderDevice>().unwrap();
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let time_bind_group_layout =
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render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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label: Some("time bind group"),
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entries: &[BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: BufferSize::new(std::mem::size_of::<f32>() as u64),
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},
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count: None,
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}],
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});
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let mesh_pipeline = world.get_resource::<MeshPipeline>().unwrap();
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CustomPipeline {
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shader,
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mesh_pipeline: mesh_pipeline.clone(),
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time_bind_group_layout,
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}
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}
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}
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impl SpecializedPipeline for CustomPipeline {
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type Key = MeshPipelineKey;
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fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
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let mut descriptor = self.mesh_pipeline.specialize(key);
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descriptor.vertex.shader = self.shader.clone();
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descriptor.fragment.as_mut().unwrap().shader = self.shader.clone();
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descriptor.layout = Some(vec![
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self.mesh_pipeline.view_layout.clone(),
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self.mesh_pipeline.mesh_layout.clone(),
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self.time_bind_group_layout.clone(),
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]);
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descriptor
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}
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}
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type DrawCustom = (
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SetItemPipeline,
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SetMeshViewBindGroup<0>,
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SetMeshBindGroup<1>,
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SetTimeBindGroup<2>,
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DrawMesh,
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);
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struct SetTimeBindGroup<const I: usize>;
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impl<const I: usize> EntityRenderCommand for SetTimeBindGroup<I> {
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type Param = SRes<TimeMeta>;
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fn render<'w>(
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_view: Entity,
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_item: Entity,
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time_meta: SystemParamItem<'w, '_, Self::Param>,
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pass: &mut TrackedRenderPass<'w>,
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) -> RenderCommandResult {
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let time_bind_group = time_meta.into_inner().bind_group.as_ref().unwrap();
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pass.set_bind_group(I, time_bind_group, &[]);
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RenderCommandResult::Success
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}
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}
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