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https://github.com/bevyengine/bevy
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This adds "high level" `Material` and `SpecializedMaterial` traits, which can be used with a `MaterialPlugin<T: SpecializedMaterial>`. `MaterialPlugin` automatically registers the appropriate resources, draw functions, and queue systems. The `Material` trait is simpler, and should cover most use cases. `SpecializedMaterial` is like `Material`, but it also requires defining a "specialization key" (see #3031). `Material` has a trivial blanket impl of `SpecializedMaterial`, which allows us to use the same types + functions for both. This makes defining custom 3d materials much simpler (see the `shader_material` example diff) and ensures consistent behavior across all 3d materials (both built in and custom). I ported the built in `StandardMaterial` to `MaterialPlugin`. There is also a new `MaterialMeshBundle<T: SpecializedMaterial>`, which `PbrBundle` aliases to.
117 lines
3.5 KiB
Rust
117 lines
3.5 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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render_asset::{PrepareAssetError, RenderAsset},
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render_resource::{
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std140::{AsStd140, Std140},
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*,
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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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/// 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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// cube
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commands.spawn().insert_bundle(MaterialMeshBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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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::GREEN,
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}),
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..Default::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::default()
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});
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}
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#[derive(Debug, Clone, TypeUuid)]
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#[uuid = "4ee9c363-1124-4113-890e-199d81b00281"]
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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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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 fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
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Some(asset_server.load("shaders/custom_material.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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}
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