bevy/examples/custom_shader.rs
2020-03-09 23:43:40 -07:00

118 lines
4.3 KiB
Rust

use bevy::prelude::*;
use bevy_derive::Uniforms;
#[derive(Uniforms, Default)]
struct MyMaterial {
pub color: Color,
#[uniform(ignore, shader_def)]
pub always_red: bool,
}
fn main() {
AppBuilder::new()
.add_defaults()
.setup_world(setup)
.setup_render_graph(|builder, pipeline_storage, shader_storage| {
builder
.add_resource_provider(UniformResourceProvider::<MyMaterial>::new())
.add_pipeline_to_pass(
resource_name::pass::MAIN,
pipeline_storage,
PipelineDescriptor::build(
shader_storage,
Shader::from_glsl(
ShaderStage::Vertex,
r#"
#version 450
layout(location = 0) in vec4 a_Pos;
layout(location = 0) out vec4 v_Position;
layout(set = 0, binding = 0) uniform Camera {
mat4 ViewProj;
};
layout(set = 1, binding = 0) uniform Object {
mat4 Model;
};
void main() {
v_Position = Model * a_Pos;
gl_Position = ViewProj * v_Position;
}
"#,
),
)
.with_fragment_shader(Shader::from_glsl(
ShaderStage::Fragment,
r#"
#version 450
layout(location = 0) in vec4 v_Position;
layout(location = 0) out vec4 o_Target;
layout(set = 1, binding = 1) uniform MyMaterial_color {
vec4 color;
};
void main() {
o_Target = color;
# ifdef MY_MATERIAL_ALWAYS_RED
o_Target = vec4(0.8, 0.0, 0.0, 1.0);
# endif
}
"#,
))
.with_standard_config()
.build(),
)
})
.run();
}
fn setup(world: &mut World, resources: &mut Resources) {
let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
let cube_handle = mesh_storage.add(Mesh::load(MeshType::Cube));
world
.build()
// cube
.add_entity(MeshMaterialEntity::<MyMaterial> {
mesh: cube_handle,
renderable: Renderable {
pipelines: vec![Handle::new(2)], // TODO: make this pipeline assignment cleaner
..Default::default()
},
material: MyMaterial {
color: Color::rgb(0.0, 0.8, 0.0).into(),
always_red: false,
},
translation: Translation::new(-2.0, 0.0, 0.0),
..Default::default()
})
// cube
.add_entity(MeshMaterialEntity::<MyMaterial> {
mesh: cube_handle,
renderable: Renderable {
pipelines: vec![Handle::new(2)], // TODO: make this pipeline assignment cleaner
..Default::default()
},
material: MyMaterial {
color: Color::rgb(0.0, 0.0, 0.0).into(),
always_red: true,
},
translation: Translation::new(2.0, 0.0, 0.0),
..Default::default()
})
// camera
.add_entity(CameraEntity {
camera: Camera::new(CameraType::Projection {
fov: std::f32::consts::PI / 4.0,
near: 1.0,
far: 1000.0,
aspect_ratio: 1.0,
}),
active_camera: ActiveCamera,
local_to_world: LocalToWorld(Mat4::look_at_rh(
Vec3::new(3.0, 8.0, 5.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 0.0, 1.0),
)),
})
.build();
}