bevy/examples/shader/shader_defs.rs
Edgar Geier f18f28874a
Allow tuples and single plugins in add_plugins, deprecate add_plugin (#8097)
# Objective

- Better consistency with `add_systems`.
- Deprecating `add_plugin` in favor of a more powerful `add_plugins`.
- Allow passing `Plugin` to `add_plugins`.
- Allow passing tuples to `add_plugins`.

## Solution

- `App::add_plugins` now takes an `impl Plugins` parameter.
- `App::add_plugin` is deprecated.
- `Plugins` is a new sealed trait that is only implemented for `Plugin`,
`PluginGroup` and tuples over `Plugins`.
- All examples, benchmarks and tests are changed to use `add_plugins`,
using tuples where appropriate.

---

## Changelog

### Changed

- `App::add_plugins` now accepts all types that implement `Plugins`,
which is implemented for:
  - Types that implement `Plugin`.
  - Types that implement `PluginGroup`.
  - Tuples (up to 16 elements) over types that implement `Plugins`.
- Deprecated `App::add_plugin` in favor of `App::add_plugins`.

## Migration Guide

- Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-21 20:51:03 +00:00

101 lines
3 KiB
Rust

//! A shader that uses "shaders defs", which selectively toggle parts of a shader.
use bevy::{
pbr::{MaterialPipeline, MaterialPipelineKey},
prelude::*,
reflect::{TypePath, TypeUuid},
render::{
mesh::MeshVertexBufferLayout,
render_resource::{
AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError,
},
},
};
fn main() {
App::new()
.add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
.add_systems(Startup, 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, TypePath, 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,
}
}
}