mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +00:00
d44e86507f
# Objective - shaders defs can now have a `bool` or `int` value - `#if SHADER_DEF <operator> 3` - ok if `SHADER_DEF` is defined, has the correct type and pass the comparison - `==`, `!=`, `>=`, `>`, `<`, `<=` supported - `#SHADER_DEF` or `#{SHADER_DEF}` - will be replaced by the value in the shader code --- ## Migration Guide - replace `shader_defs.push(String::from("NAME"));` by `shader_defs.push("NAME".into());` - if you used shader def `NO_STORAGE_BUFFERS_SUPPORT`, check how `AVAILABLE_STORAGE_BUFFER_BINDINGS` is now used in Bevy default shaders
102 lines
3 KiB
Rust
102 lines
3 KiB
Rust
//! A shader that uses "shaders defs", which selectively toggle parts of a shader.
|
|
|
|
use bevy::{
|
|
pbr::{MaterialPipeline, MaterialPipelineKey},
|
|
prelude::*,
|
|
reflect::TypeUuid,
|
|
render::{
|
|
mesh::MeshVertexBufferLayout,
|
|
render_resource::{
|
|
AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError,
|
|
},
|
|
},
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_plugin(MaterialPlugin::<CustomMaterial>::default())
|
|
.add_startup_system(setup)
|
|
.run();
|
|
}
|
|
|
|
/// set up a simple 3D scene
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<CustomMaterial>>,
|
|
) {
|
|
// blue cube
|
|
commands.spawn(MaterialMeshBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
|
transform: Transform::from_xyz(-1.0, 0.5, 0.0),
|
|
material: materials.add(CustomMaterial {
|
|
color: Color::BLUE,
|
|
is_red: false,
|
|
}),
|
|
..default()
|
|
});
|
|
|
|
// red cube (with green color overridden by the IS_RED "shader def")
|
|
commands.spawn(MaterialMeshBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
|
transform: Transform::from_xyz(1.0, 0.5, 0.0),
|
|
material: materials.add(CustomMaterial {
|
|
color: Color::GREEN,
|
|
is_red: true,
|
|
}),
|
|
..default()
|
|
});
|
|
|
|
// camera
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
impl Material for CustomMaterial {
|
|
fn fragment_shader() -> ShaderRef {
|
|
"shaders/shader_defs.wgsl".into()
|
|
}
|
|
|
|
fn specialize(
|
|
_pipeline: &MaterialPipeline<Self>,
|
|
descriptor: &mut RenderPipelineDescriptor,
|
|
_layout: &MeshVertexBufferLayout,
|
|
key: MaterialPipelineKey<Self>,
|
|
) -> Result<(), SpecializedMeshPipelineError> {
|
|
if key.bind_group_data.is_red {
|
|
let fragment = descriptor.fragment.as_mut().unwrap();
|
|
fragment.shader_defs.push("IS_RED".into());
|
|
}
|
|
Ok(())
|
|
}
|
|
}
|
|
|
|
// This is the struct that will be passed to your shader
|
|
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
|
|
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
|
|
#[bind_group_data(CustomMaterialKey)]
|
|
pub struct CustomMaterial {
|
|
#[uniform(0)]
|
|
color: Color,
|
|
is_red: bool,
|
|
}
|
|
|
|
// This key is used to identify a specific permutation of this material pipeline.
|
|
// In this case, we specialize on whether or not to configure the "IS_RED" shader def.
|
|
// Specialization keys should be kept as small / cheap to hash as possible,
|
|
// as they will be used to look up the pipeline for each drawn entity with this material type.
|
|
#[derive(Eq, PartialEq, Hash, Clone)]
|
|
pub struct CustomMaterialKey {
|
|
is_red: bool,
|
|
}
|
|
|
|
impl From<&CustomMaterial> for CustomMaterialKey {
|
|
fn from(material: &CustomMaterial) -> Self {
|
|
Self {
|
|
is_red: material.is_red,
|
|
}
|
|
}
|
|
}
|