bevy/examples/shader/shader_defs.rs
2020-05-13 16:17:44 -07:00

127 lines
4.1 KiB
Rust

use bevy::{prelude::*, render::shader};
fn main() {
App::build()
.add_default_plugins()
.add_asset::<MyMaterial>()
.add_startup_system(setup)
.add_system_to_stage(
stage::POST_UPDATE,
shader::asset_handle_shader_def_system::<MyMaterial>.system(),
)
.run();
}
#[derive(Uniforms, Default)]
struct MyMaterial {
pub color: Color,
#[uniform(ignore, shader_def)]
pub always_red: bool,
}
fn setup(world: &mut World, resources: &mut Resources) {
// create new shader pipeline and add to main pass in Render Graph
let pipeline_handle = {
let mut pipelines = resources
.get_mut::<AssetStorage<PipelineDescriptor>>()
.unwrap();
let mut shaders = resources.get_mut::<AssetStorage<Shader>>().unwrap();
let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
vertex: shaders.add(Shader::from_glsl(
ShaderStage::Vertex,
r#"
#version 450
layout(location = 0) in vec3 Vertex_Position;
layout(set = 0, binding = 0) uniform Camera {
mat4 ViewProj;
};
layout(set = 1, binding = 0) uniform Object {
mat4 Model;
};
void main() {
gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
}
"#,
)),
fragment: Some(shaders.add(Shader::from_glsl(
ShaderStage::Fragment,
r#"
#version 450
layout(location = 0) out vec4 o_Target;
layout(set = 1, binding = 1) uniform MyMaterial_color {
vec4 color;
};
void main() {
o_Target = color;
# ifdef MYMATERIAL_ALWAYS_RED
o_Target = vec4(0.8, 0.0, 0.0, 1.0);
# endif
}
"#,
))),
}));
let mut render_graph = resources.get_mut::<RenderGraph>().unwrap();
render_graph.add_system_node_named(
"my_material",
AssetUniformNode::<MyMaterial>::new(true),
resources,
);
let main_pass: &mut PassNode = render_graph.get_node_mut("main_pass").unwrap();
main_pass.add_pipeline(
pipeline_handle,
vec![Box::new(draw_target::AssignedMeshesDrawTarget)],
);
pipeline_handle
};
// create materials
let mut material_storage = resources.get_mut::<AssetStorage<MyMaterial>>().unwrap();
let green_material = material_storage.add(MyMaterial {
color: Color::rgb(0.0, 0.8, 0.0),
always_red: false,
});
let red_material = material_storage.add(MyMaterial {
color: Color::rgb(0.0, 0.0, 0.0),
always_red: true,
});
let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
let cube_handle = mesh_storage.add(Mesh::from(shape::Cube));
world
.build()
// cube
.add_entity(MeshMaterialEntity::<MyMaterial> {
mesh: cube_handle,
renderable: Renderable {
pipelines: vec![pipeline_handle],
..Default::default()
},
material: green_material,
translation: Translation::new(-2.0, 0.0, 0.0),
..Default::default()
})
// cube
.add_entity(MeshMaterialEntity::<MyMaterial> {
mesh: cube_handle,
renderable: Renderable {
pipelines: vec![pipeline_handle],
..Default::default()
},
material: red_material,
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()
});
}