mirror of
https://github.com/bevyengine/bevy
synced 2024-11-13 00:17:27 +00:00
11b41206eb
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals: 1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main` 2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. I split this up into 3 commits: 1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`). 2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1). 3. **support manual archetype updates in QueryState**: same situation as (2).
125 lines
3.7 KiB
Rust
125 lines
3.7 KiB
Rust
use bevy::{
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prelude::*,
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reflect::TypeUuid,
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render::{
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mesh::shape,
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pipeline::{PipelineDescriptor, RenderPipeline},
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render_graph::{base, RenderGraph, RenderResourcesNode},
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renderer::RenderResources,
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shader::{ShaderStage, ShaderStages},
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},
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};
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/// This example shows how to animate a shader, by passing the global `time.seconds_since_startup()`
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/// via a 'TimeComponent` to the shader.
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pub fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_system(animate_shader)
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.run();
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}
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#[derive(RenderResources, Default, TypeUuid)]
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#[uuid = "463e4b8a-d555-4fc2-ba9f-4c880063ba92"]
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struct TimeUniform {
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value: f32,
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}
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const VERTEX_SHADER: &str = r#"
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#version 450
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layout(location = 0) in vec3 Vertex_Position;
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layout(location = 1) in vec2 Vertex_Uv;
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layout(location = 0) out vec2 v_Uv;
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layout(set = 0, binding = 0) uniform CameraViewProj {
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mat4 ViewProj;
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};
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layout(set = 1, binding = 0) uniform Transform {
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mat4 Model;
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};
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void main() {
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gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
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v_Uv = Vertex_Uv;
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}
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"#;
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const FRAGMENT_SHADER: &str = r#"
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#version 450
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layout(location = 0) in vec2 v_Uv;
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layout(location = 0) out vec4 o_Target;
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layout(set = 2, binding = 0) uniform TimeUniform_value {
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float time;
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};
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void main() {
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float speed = 0.7;
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float translation = sin(time * speed);
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float percentage = 0.6;
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float threshold = v_Uv.x + translation * percentage;
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vec3 red = vec3(1., 0., 0.);
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vec3 blue = vec3(0., 0., 1.);
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vec3 mixed = mix(red, blue, threshold);
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o_Target = vec4(mixed, 1.0);
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}
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"#;
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fn setup(
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mut commands: Commands,
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mut pipelines: ResMut<Assets<PipelineDescriptor>>,
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mut shaders: ResMut<Assets<Shader>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut render_graph: ResMut<RenderGraph>,
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) {
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// Create a new shader pipeline.
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let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
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vertex: shaders.add(Shader::from_glsl(ShaderStage::Vertex, VERTEX_SHADER)),
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fragment: Some(shaders.add(Shader::from_glsl(ShaderStage::Fragment, FRAGMENT_SHADER))),
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}));
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// Add a `RenderResourcesNode` to our `RenderGraph`. This will bind `TimeComponent` to our
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// shader.
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render_graph.add_system_node(
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"time_uniform",
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RenderResourcesNode::<TimeUniform>::new(true),
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);
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// Add a `RenderGraph` edge connecting our new "time_component" node to the main pass node. This
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// ensures that "time_component" runs before the main pass.
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render_graph
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.add_node_edge("time_uniform", base::node::MAIN_PASS)
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.unwrap();
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// Spawn a quad and insert the `TimeComponent`.
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commands
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.spawn_bundle(MeshBundle {
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mesh: meshes.add(Mesh::from(shape::Quad::new(Vec2::new(5.0, 5.0)))),
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render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
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pipeline_handle,
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)]),
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transform: Transform::from_xyz(0.0, 0.0, 0.0),
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..Default::default()
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})
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.insert(TimeUniform { value: 0.0 });
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// Spawn a camera.
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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});
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}
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/// In this system we query for the `TimeComponent` and global `Time` resource, and set
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/// `time.seconds_since_startup()` as the `value` of the `TimeComponent`. This value will be
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/// accessed by the fragment shader and used to animate the shader.
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fn animate_shader(time: Res<Time>, mut query: Query<&mut TimeUniform>) {
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let mut time_uniform = query.single_mut();
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time_uniform.value = time.seconds_since_startup() as f32;
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}
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