mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +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.
150 lines
5.1 KiB
Rust
150 lines
5.1 KiB
Rust
use bevy::{
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ecs::system::{lifetimeless::SRes, SystemParamItem},
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pbr::MaterialPipeline,
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prelude::*,
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reflect::TypeUuid,
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render::{
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mesh::{MeshVertexAttribute, MeshVertexBufferLayout},
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render_asset::{PrepareAssetError, RenderAsset},
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render_resource::{
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std140::{AsStd140, Std140},
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BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
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BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingType, Buffer,
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BufferBindingType, BufferInitDescriptor, BufferSize, BufferUsages,
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RenderPipelineDescriptor, ShaderStages, SpecializedMeshPipelineError, VertexFormat,
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},
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renderer::RenderDevice,
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},
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugin(MaterialPlugin::<CustomMaterial>::default())
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.add_startup_system(setup)
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.run();
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}
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// A "high" random id should be used for custom attributes to ensure consistent sorting and avoid collisions with other attributes.
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// See the MeshVertexAttribute docs for more info.
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const ATTRIBUTE_BLEND_COLOR: MeshVertexAttribute =
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MeshVertexAttribute::new("BlendColor", 988540917, VertexFormat::Float32x4);
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<CustomMaterial>>,
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) {
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let mut mesh = Mesh::from(shape::Cube { size: 1.0 });
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mesh.insert_attribute(
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ATTRIBUTE_BLEND_COLOR,
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// The cube mesh has 24 vertices (6 faces, 4 vertices per face), so we insert one BlendColor for each
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vec![[1.0, 0.0, 0.0, 1.0]; 24],
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);
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// cube
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commands.spawn().insert_bundle(MaterialMeshBundle {
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mesh: meshes.add(mesh),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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material: materials.add(CustomMaterial {
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color: Color::WHITE,
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}),
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..default()
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});
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// camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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// This is the struct that will be passed to your shader
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#[derive(Debug, Clone, TypeUuid)]
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#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
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pub struct CustomMaterial {
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color: Color,
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}
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#[derive(Clone)]
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pub struct GpuCustomMaterial {
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_buffer: Buffer,
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bind_group: BindGroup,
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}
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// The implementation of [`Material`] needs this impl to work properly.
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impl RenderAsset for CustomMaterial {
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type ExtractedAsset = CustomMaterial;
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type PreparedAsset = GpuCustomMaterial;
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type Param = (SRes<RenderDevice>, SRes<MaterialPipeline<Self>>);
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fn extract_asset(&self) -> Self::ExtractedAsset {
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self.clone()
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}
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fn prepare_asset(
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extracted_asset: Self::ExtractedAsset,
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(render_device, material_pipeline): &mut SystemParamItem<Self::Param>,
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) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
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let color = Vec4::from_slice(&extracted_asset.color.as_linear_rgba_f32());
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let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
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contents: color.as_std140().as_bytes(),
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label: None,
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usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
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});
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let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
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entries: &[BindGroupEntry {
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binding: 0,
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resource: buffer.as_entire_binding(),
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}],
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label: None,
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layout: &material_pipeline.material_layout,
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});
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Ok(GpuCustomMaterial {
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_buffer: buffer,
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bind_group,
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})
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}
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}
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impl Material for CustomMaterial {
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fn vertex_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
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Some(asset_server.load("shaders/custom_vertex_attribute.wgsl"))
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}
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fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
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Some(asset_server.load("shaders/custom_vertex_attribute.wgsl"))
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}
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fn bind_group(render_asset: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup {
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&render_asset.bind_group
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}
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fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
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render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: BufferSize::new(Vec4::std140_size_static() as u64),
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},
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count: None,
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}],
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label: None,
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})
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}
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fn specialize(
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descriptor: &mut RenderPipelineDescriptor,
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layout: &MeshVertexBufferLayout,
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) -> Result<(), SpecializedMeshPipelineError> {
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let vertex_layout = layout.get_layout(&[
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Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
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ATTRIBUTE_BLEND_COLOR.at_shader_location(1),
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])?;
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descriptor.vertex.buffers = vec![vertex_layout];
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Ok(())
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}
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}
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