mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 22:50:19 +00:00
b6a647cc01
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`. ```rust use bevy::prelude::*; #[derive(Default)] struct Foo { bar: usize, baz: usize, } // Normally you would do this: let foo = Foo { bar: 10, ..Default::default() }; // But now you can do this: let foo = Foo { bar: 10, ..default() }; ``` The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
136 lines
4.1 KiB
Rust
136 lines
4.1 KiB
Rust
use bevy::{
|
|
ecs::system::{lifetimeless::SRes, SystemParamItem},
|
|
pbr::{MaterialPipeline, SpecializedMaterial},
|
|
prelude::*,
|
|
reflect::TypeUuid,
|
|
render::{
|
|
mesh::MeshVertexBufferLayout,
|
|
render_asset::{PrepareAssetError, RenderAsset},
|
|
render_resource::{
|
|
std140::{AsStd140, Std140},
|
|
*,
|
|
},
|
|
renderer::RenderDevice,
|
|
},
|
|
};
|
|
|
|
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>>,
|
|
) {
|
|
// cube
|
|
commands.spawn().insert_bundle(MaterialMeshBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
|
transform: Transform::from_xyz(0.0, 0.5, 0.0),
|
|
material: materials.add(CustomMaterial {
|
|
color: Color::GREEN,
|
|
}),
|
|
..default()
|
|
});
|
|
|
|
// camera
|
|
commands.spawn_bundle(PerspectiveCameraBundle {
|
|
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
#[derive(Debug, Clone, TypeUuid)]
|
|
#[uuid = "4ee9c363-1124-4113-890e-199d81b00281"]
|
|
pub struct CustomMaterial {
|
|
color: Color,
|
|
}
|
|
|
|
#[derive(Clone)]
|
|
pub struct GpuCustomMaterial {
|
|
_buffer: Buffer,
|
|
bind_group: BindGroup,
|
|
}
|
|
|
|
impl RenderAsset for CustomMaterial {
|
|
type ExtractedAsset = CustomMaterial;
|
|
type PreparedAsset = GpuCustomMaterial;
|
|
type Param = (SRes<RenderDevice>, SRes<MaterialPipeline<Self>>);
|
|
fn extract_asset(&self) -> Self::ExtractedAsset {
|
|
self.clone()
|
|
}
|
|
|
|
fn prepare_asset(
|
|
extracted_asset: Self::ExtractedAsset,
|
|
(render_device, material_pipeline): &mut SystemParamItem<Self::Param>,
|
|
) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
|
|
let color = Vec4::from_slice(&extracted_asset.color.as_linear_rgba_f32());
|
|
let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
|
|
contents: color.as_std140().as_bytes(),
|
|
label: None,
|
|
usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
|
|
});
|
|
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
|
|
entries: &[BindGroupEntry {
|
|
binding: 0,
|
|
resource: buffer.as_entire_binding(),
|
|
}],
|
|
label: None,
|
|
layout: &material_pipeline.material_layout,
|
|
});
|
|
|
|
Ok(GpuCustomMaterial {
|
|
_buffer: buffer,
|
|
bind_group,
|
|
})
|
|
}
|
|
}
|
|
|
|
impl SpecializedMaterial for CustomMaterial {
|
|
type Key = ();
|
|
|
|
fn key(_: &<CustomMaterial as RenderAsset>::PreparedAsset) -> Self::Key {}
|
|
|
|
fn specialize(
|
|
descriptor: &mut RenderPipelineDescriptor,
|
|
_: Self::Key,
|
|
_layout: &MeshVertexBufferLayout,
|
|
) -> Result<(), SpecializedMeshPipelineError> {
|
|
descriptor.vertex.entry_point = "main".into();
|
|
descriptor.fragment.as_mut().unwrap().entry_point = "main".into();
|
|
Ok(())
|
|
}
|
|
|
|
fn vertex_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
|
|
Some(asset_server.load("shaders/custom_material.vert"))
|
|
}
|
|
|
|
fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
|
|
Some(asset_server.load("shaders/custom_material.frag"))
|
|
}
|
|
|
|
fn bind_group(render_asset: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup {
|
|
&render_asset.bind_group
|
|
}
|
|
|
|
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
|
|
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
|
|
entries: &[BindGroupLayoutEntry {
|
|
binding: 0,
|
|
visibility: ShaderStages::FRAGMENT,
|
|
ty: BindingType::Buffer {
|
|
ty: BufferBindingType::Uniform,
|
|
has_dynamic_offset: false,
|
|
min_binding_size: BufferSize::new(Vec4::std140_size_static() as u64),
|
|
},
|
|
count: None,
|
|
}],
|
|
label: None,
|
|
})
|
|
}
|
|
}
|