fix a few things in shader examples

This commit is contained in:
Carter Anderson 2020-06-17 17:27:49 -07:00
parent e89c693c4d
commit 0931fd0266
2 changed files with 40 additions and 26 deletions

View File

@ -1,4 +1,5 @@
use bevy::prelude::*;
use bevy_render::base_render_graph;
fn main() {
App::build()
@ -46,26 +47,32 @@ fn setup(
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))),
}));
// Create a new shader pipeline
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
};
// Add an AssetRenderResourcesNode to our Render Graph. This will bind MyMaterial resources to our shader
render_graph.add_system_node(
"my_material",
AssetRenderResourcesNode::<MyMaterial>::new(true),
);
// create materials
// Add a Render Graph edge connecting our new "my_material" node to the main pass node
render_graph
.add_node_edge("my_material", base_render_graph::node::MAIN_PASS)
.unwrap();
// Create a new material
let material = materials.add(MyMaterial {
color: Color::rgb(0.0, 0.8, 0.0),
});
// Create a cube mesh which will use our material
let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
// Setup our world
command_buffer
.build()
// cube

View File

@ -1,4 +1,5 @@
use bevy::{prelude::*, render::shader};
use bevy_render::base_render_graph;
fn main() {
App::build()
@ -57,30 +58,36 @@ fn setup(
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 a new shader pipeline
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))),
}));
// create materials
// Add an AssetRenderResourcesNode to our Render Graph. This will bind MyMaterial resources to our shader
render_graph.add_system_node(
"my_material",
AssetRenderResourcesNode::<MyMaterial>::new(true),
);
// Add a Render Graph edge connecting our new "my_material" node to the main pass node
render_graph
.add_node_edge("my_material", base_render_graph::node::MAIN_PASS)
.unwrap();
// Create a green material
let green_material = materials.add(MyMaterial {
color: Color::rgb(0.0, 0.8, 0.0),
always_red: false,
});
// Create a red material, which uses our "always_red" shader def
let red_material = materials.add(MyMaterial {
color: Color::rgb(0.0, 0.0, 0.0),
always_red: true,
});
// Create a cube mesh which will use our materials
let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
command_buffer