bevy/examples/shader/shader_custom_material.rs

88 lines
2.4 KiB
Rust

use bevy::prelude::*;
fn main() {
App::build()
.add_default_plugins()
.add_asset::<MyMaterial>()
.add_startup_system(setup.system())
.run();
}
#[derive(RenderResources, Default)]
struct MyMaterial {
pub color: Color,
}
const VERTEX_SHADER: &str = 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 Transform {
mat4 Model;
};
void main() {
gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
}
"#;
const FRAGMENT_SHADER: &str = 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;
}
"#;
fn setup(
command_buffer: &mut CommandBuffer,
mut pipelines: ResMut<Assets<PipelineDescriptor>>,
mut shaders: ResMut<Assets<Shader>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<MyMaterial>>,
mut render_graph: ResMut<RenderGraph>,
) {
// create new shader pipeline and add to main pass in Render Graph
let pipeline_handle = {
let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
vertex: shaders.add(Shader::from_glsl(ShaderStage::Vertex, VERTEX_SHADER)),
fragment: Some(shaders.add(Shader::from_glsl(ShaderStage::Fragment, FRAGMENT_SHADER))),
}));
render_graph.add_system_node(
"my_material",
AssetRenderResourcesNode::<MyMaterial>::new(true),
);
pipeline_handle
};
// create materials
let material = materials.add(MyMaterial {
color: Color::rgb(0.0, 0.8, 0.0),
});
let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
command_buffer
.build()
// cube
.add_entity(MeshMaterialEntity::<MyMaterial> {
mesh: cube_handle,
render_pipelines: RenderPipelines::from_handles(&[pipeline_handle]),
material,
translation: Translation::new(0.0, 0.0, 0.0),
..Default::default()
})
// camera
.add_entity(PerspectiveCameraEntity {
transform: Transform::new_sync_disabled(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()
});
}