add new materials to example

This commit is contained in:
Carter Anderson 2020-01-26 00:24:50 -08:00
parent a2d0d937e0
commit 5ca84dbde0
3 changed files with 52 additions and 24 deletions

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@ -1,4 +1,5 @@
use bevy::prelude::*; use bevy::prelude::*;
use bevy::render::render_graph_2::{StandardMaterial, ShaderUniforms};
fn main() { fn main() {
AppBuilder::new().add_defaults().setup_world(setup).run(); AppBuilder::new().add_defaults().setup_world(setup).run();
@ -15,36 +16,43 @@ fn setup(world: &mut World) {
world.build() world.build()
// plane // plane
.build_archetype(MeshEntity { // .build_archetype(MeshEntity {
mesh: plane_handle.clone(), // mesh: plane_handle.clone(),
material: Material::new(Albedo::Color(math::vec4(0.1, 0.2, 0.1, 1.0))), // material: Material::new(Albedo::Color(math::vec4(0.1, 0.2, 0.1, 1.0))),
local_to_world: LocalToWorld::identity(), // local_to_world: LocalToWorld::identity(),
translation: Translation::new(0.0, 0.0, 0.0), // translation: Translation::new(0.0, 0.0, 0.0),
}) // })
// cube // cube
.build_archetype(MeshEntity { .build_archetype(NewMeshEntity {
mesh: cube_handle, mesh: cube_handle,
material: Material::new(Albedo::Color(math::vec4(0.5, 0.3, 0.3, 1.0))), material: StandardMaterial {
albedo: math::vec4(1.0, 0.0, 0.0, 1.0),
},
shader_uniforms: ShaderUniforms {
uniform_selectors: Vec::new(
)
},
local_to_world: LocalToWorld::identity(), local_to_world: LocalToWorld::identity(),
translation: Translation::new(0.0, 0.0, 1.0), translation: Translation::new(0.0, 0.0, 1.0),
}) })
// light // light
.build_archetype(LightEntity { // .build_archetype(LightEntity {
light: Light { // light: Light {
color: wgpu::Color { // color: wgpu::Color {
r: 0.8, // r: 0.8,
g: 0.8, // g: 0.8,
b: 0.5, // b: 0.5,
a: 1.0, // a: 1.0,
}, // },
fov: f32::to_radians(60.0), // fov: f32::to_radians(60.0),
depth: 0.1..50.0, // depth: 0.1..50.0,
target_view: None, // target_view: None,
}, // },
local_to_world: LocalToWorld::identity(), // local_to_world: LocalToWorld::identity(),
translation: Translation::new(4.0, -4.0, 5.0), // translation: Translation::new(4.0, -4.0, 5.0),
rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0), // rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0),
}) // })
// camera // camera
.build_archetype(CameraEntity { .build_archetype(CameraEntity {
camera: Camera::new(CameraType::Projection { camera: Camera::new(CameraType::Projection {

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@ -1,4 +1,5 @@
use crate::prelude::*; use crate::prelude::*;
use crate::render::render_graph_2::{StandardMaterial, ShaderUniforms};
use bevy_derive::EntityArchetype; use bevy_derive::EntityArchetype;
#[derive(EntityArchetype)] #[derive(EntityArchetype)]
@ -9,6 +10,15 @@ pub struct MeshEntity {
pub translation: Translation, pub translation: Translation,
} }
#[derive(EntityArchetype)]
pub struct NewMeshEntity {
pub mesh: Handle<Mesh>,
pub material: StandardMaterial,
pub shader_uniforms: ShaderUniforms,
pub local_to_world: LocalToWorld,
pub translation: Translation,
}
#[derive(EntityArchetype)] #[derive(EntityArchetype)]
pub struct LightEntity { pub struct LightEntity {
pub light: Light, pub light: Light,

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@ -7,6 +7,7 @@ use crate::{
math::Vec4, math::Vec4,
}; };
use zerocopy::AsBytes; use zerocopy::AsBytes;
use legion::storage::Component;
pub type ShaderUniformSelector = fn(Entity, &World) -> Option<RefMap<&dyn AsUniforms>>; pub type ShaderUniformSelector = fn(Entity, &World) -> Option<RefMap<&dyn AsUniforms>>;
pub struct ShaderUniforms { pub struct ShaderUniforms {
@ -90,6 +91,15 @@ pub struct UniformInfo<'a> {
pub bind_type: BindType, pub bind_type: BindType,
} }
pub fn standard_material_selector<T>(entity: Entity, world: &World) -> Option<RefMap<&dyn AsUniforms>> where T: AsUniforms + Component {
world.get_component::<T>(entity).map(
|c| {
c.map_into(|s| {
s as &dyn AsUniforms
})
})
}
// const ST // const ST
impl AsUniforms for StandardMaterial { impl AsUniforms for StandardMaterial {
fn get_uniform_info(&self) -> &[UniformInfo] { fn get_uniform_info(&self) -> &[UniformInfo] {