mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
110 lines
4.1 KiB
Rust
110 lines
4.1 KiB
Rust
use bevy::prelude::*;
|
|
|
|
#[derive(Uniforms, Default)]
|
|
struct MyMaterial {
|
|
pub color: Color,
|
|
#[uniform(ignore, shader_def)]
|
|
pub always_red: bool,
|
|
}
|
|
|
|
fn main() {
|
|
App::build()
|
|
.add_defaults()
|
|
.setup_render_graph(|render_graph_builder| {
|
|
render_graph_builder
|
|
.add_resource_provider(UniformResourceProvider::<MyMaterial>::new())
|
|
.add_pipeline_to_pass(resource_name::pass::MAIN, "MyMaterial", |builder| {
|
|
builder
|
|
.with_vertex_shader(Shader::from_glsl(
|
|
ShaderStage::Vertex,
|
|
r#"
|
|
#version 450
|
|
layout(location = 0) in vec4 Vertex_Position;
|
|
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 * Vertex_Position;
|
|
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();
|
|
});
|
|
})
|
|
.setup_world(setup)
|
|
.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));
|
|
|
|
let mut pipeline_storage = resources
|
|
.get_mut::<AssetStorage<PipelineDescriptor>>()
|
|
.unwrap();
|
|
let material_handle = pipeline_storage.get_named("MyMaterial").unwrap();
|
|
|
|
world
|
|
.build()
|
|
// cube
|
|
.add_entity(MeshMaterialEntity::<MyMaterial> {
|
|
mesh: cube_handle,
|
|
renderable: Renderable {
|
|
pipelines: vec![material_handle],
|
|
..Default::default()
|
|
},
|
|
material: MyMaterial {
|
|
color: Color::rgb(0.0, 0.8, 0.0),
|
|
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![material_handle],
|
|
..Default::default()
|
|
},
|
|
material: MyMaterial {
|
|
color: Color::rgb(0.0, 0.0, 0.0),
|
|
always_red: true,
|
|
},
|
|
translation: Translation::new(2.0, 0.0, 0.0),
|
|
..Default::default()
|
|
})
|
|
// camera
|
|
.add_entity(CameraEntity {
|
|
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),
|
|
)),
|
|
..Default::default()
|
|
})
|
|
.build();
|
|
}
|