bevy/examples/shader/custom_vertex_attribute.rs
Thierry Berger deeaf64897 shader examples wording coherence (#4810)
# Objective

I noticed different examples descriptions were not using the same structure:
![different_wordings_examples](https://user-images.githubusercontent.com/2290685/169487055-ab76743e-3400-486f-b672-e8f60455b8e4.png)

This results in sentences that a reader has to read differently each time, which might result in information being hard to find, especially foreign language users.

Original discord discussion: https://discord.com/channels/691052431525675048/976846499889705020

## Solution

- Use less different words, similar structure and being straight to the point.

---

## Changelog

- Examples descriptions more accessible.
2022-05-30 15:57:25 +00:00

157 lines
5.3 KiB
Rust

//! A shader that reads a mesh's custom vertex attribute.
use bevy::{
ecs::system::{lifetimeless::SRes, SystemParamItem},
pbr::MaterialPipeline,
prelude::*,
reflect::TypeUuid,
render::{
mesh::{MeshVertexAttribute, MeshVertexBufferLayout},
render_asset::{PrepareAssetError, RenderAsset},
render_resource::{
BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingType, Buffer,
BufferBindingType, BufferInitDescriptor, BufferUsages, RenderPipelineDescriptor,
ShaderSize, ShaderStages, ShaderType, SpecializedMeshPipelineError, VertexFormat,
},
renderer::RenderDevice,
},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(MaterialPlugin::<CustomMaterial>::default())
.add_startup_system(setup)
.run();
}
// A "high" random id should be used for custom attributes to ensure consistent sorting and avoid collisions with other attributes.
// See the MeshVertexAttribute docs for more info.
const ATTRIBUTE_BLEND_COLOR: MeshVertexAttribute =
MeshVertexAttribute::new("BlendColor", 988540917, VertexFormat::Float32x4);
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
) {
let mut mesh = Mesh::from(shape::Cube { size: 1.0 });
mesh.insert_attribute(
ATTRIBUTE_BLEND_COLOR,
// The cube mesh has 24 vertices (6 faces, 4 vertices per face), so we insert one BlendColor for each
vec![[1.0, 0.0, 0.0, 1.0]; 24],
);
// cube
commands.spawn().insert_bundle(MaterialMeshBundle {
mesh: meshes.add(mesh),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
material: materials.add(CustomMaterial {
color: Color::WHITE,
}),
..default()
});
// camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
// This is the struct that will be passed to your shader
#[derive(Debug, Clone, TypeUuid)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
color: Color,
}
#[derive(Clone)]
pub struct GpuCustomMaterial {
_buffer: Buffer,
bind_group: BindGroup,
}
// The implementation of [`Material`] needs this impl to work properly.
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 byte_buffer = [0u8; Vec4::SIZE.get() as usize];
let mut buffer = bevy::render::render_resource::encase::UniformBuffer::new(byte_buffer);
buffer.write(&color).unwrap();
let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
contents: buffer.as_ref(),
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 Material for CustomMaterial {
fn vertex_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
Some(asset_server.load("shaders/custom_vertex_attribute.wgsl"))
}
fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
Some(asset_server.load("shaders/custom_vertex_attribute.wgsl"))
}
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: Some(Vec4::min_size()),
},
count: None,
}],
label: None,
})
}
fn specialize(
_pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayout,
) -> Result<(), SpecializedMeshPipelineError> {
let vertex_layout = layout.get_layout(&[
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
ATTRIBUTE_BLEND_COLOR.at_shader_location(1),
])?;
descriptor.vertex.buffers = vec![vertex_layout];
Ok(())
}
}