bevy/examples/custom_shader.rs
Carter Anderson 04590de678 separate albedo color and make it required
I worked really hard to make ColorSource work, but sadly we need color to be instanceable and making it optional would add too much complexity. Maybe at some point in the future we can add it back. On the plus side, albedo color now modulates the albedo texture
2020-03-17 22:02:01 -07:00

124 lines
4.6 KiB
Rust

use bevy::prelude::*;
use bevy_derive::Uniforms;
#[derive(Uniforms, Default)]
struct MyMaterial {
pub color: Color,
#[uniform(ignore, shader_def)]
pub always_red: bool,
}
fn main() {
AppBuilder::new()
.add_defaults()
.setup_render_graph(|builder, pipeline_storage, shader_storage| {
builder
.add_resource_provider(UniformResourceProvider::<MyMaterial>::new())
.add_pipeline_to_pass(
resource_name::pass::MAIN,
pipeline_storage,
PipelineDescriptor::build(
"MyMaterial",
shader_storage,
Shader::from_glsl(
ShaderStage::Vertex,
r#"
#version 450
layout(location = 0) in vec4 Vertex_Position;
layout(location = 1) in vec4 Vertex_Normal;
layout(location = 2) in vec2 Vertex_Uv;
layout(location = 0) out vec4 v_Position;
layout(set = 0, binding = 0) uniform Camera {
mat4 ViewProj;
};
layout(set = 1, binding = 0) uniform Object {
mat4 Model;
};
void main() {
v_Position = Model * Vertex_Position;
gl_Position = ViewProj * v_Position;
}
"#,
),
)
.with_fragment_shader(Shader::from_glsl(
ShaderStage::Fragment,
r#"
#version 450
layout(location = 0) in vec4 v_Position;
layout(location = 0) out vec4 o_Target;
layout(set = 1, binding = 1) uniform MyMaterial_color {
vec4 color;
};
void main() {
o_Target = color;
# ifdef MY_MATERIAL_ALWAYS_RED
o_Target = vec4(0.8, 0.0, 0.0, 1.0);
# endif
}
"#,
))
.with_standard_config()
.finish(),
)
})
.setup_world(setup)
.run();
}
fn setup(world: &mut World, resources: &mut Resources) {
let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
let cube_handle = mesh_storage.add(Mesh::load(MeshType::Cube));
let mut pipeline_storage = resources.get_mut::<AssetStorage<PipelineDescriptor>>().unwrap();
let material_handle = pipeline_storage.get_named("MyMaterial").unwrap();
world
.build()
// cube
.add_entity(MeshMaterialEntity::<MyMaterial> {
mesh: cube_handle,
renderable: Renderable {
pipelines: vec![material_handle],
..Default::default()
},
material: MyMaterial {
color: Color::rgb(0.0, 0.8, 0.0),
always_red: false,
},
translation: Translation::new(-2.0, 0.0, 0.0),
..Default::default()
})
// cube
.add_entity(MeshMaterialEntity::<MyMaterial> {
mesh: cube_handle,
renderable: Renderable {
pipelines: vec![material_handle],
..Default::default()
},
material: MyMaterial {
color: Color::rgb(0.0, 0.0, 0.0),
always_red: true,
},
translation: Translation::new(2.0, 0.0, 0.0),
..Default::default()
})
// camera
.add_entity(CameraEntity {
camera: Camera::new(CameraType::Projection {
fov: std::f32::consts::PI / 4.0,
near: 1.0,
far: 1000.0,
aspect_ratio: 1.0,
}),
active_camera: ActiveCamera,
local_to_world: LocalToWorld(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),
)),
})
.build();
}