 b724a0f586
			
		
	
	
		b724a0f586
		
	
	
	
	
		
			
			# Objective - Remove all the `.system()` possible. - Check for remaining missing cases. ## Solution - Remove all `.system()`, fix compile errors - 32 calls to `.system()` remains, mostly internals, the few others should be removed after #2446
		
			
				
	
	
		
			126 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			126 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
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|     prelude::*,
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|     reflect::TypeUuid,
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|     render::{
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|         mesh::shape,
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|         pipeline::{PipelineDescriptor, RenderPipeline},
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|         render_graph::{base, RenderGraph, RenderResourcesNode},
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|         renderer::RenderResources,
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|         shader::{ShaderStage, ShaderStages},
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|     },
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| };
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| 
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| /// This example shows how to animate a shader, by passing the global `time.seconds_since_startup()`
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| /// via a 'TimeComponent` to the shader.
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| pub fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup)
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|         .add_system(animate_shader)
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|         .run();
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| }
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| 
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| #[derive(RenderResources, Default, TypeUuid)]
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| #[uuid = "463e4b8a-d555-4fc2-ba9f-4c880063ba92"]
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| struct TimeUniform {
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|     value: f32,
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| }
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| 
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| const VERTEX_SHADER: &str = r#"
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| #version 450
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| 
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| layout(location = 0) in vec3 Vertex_Position;
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| layout(location = 1) in vec2 Vertex_Uv;
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| layout(location = 0) out vec2 v_Uv;
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| 
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| layout(set = 0, binding = 0) uniform CameraViewProj {
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|     mat4 ViewProj;
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| };
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| 
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| layout(set = 1, binding = 0) uniform Transform {
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|     mat4 Model;
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| };
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| 
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| void main() {
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|     gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
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|     v_Uv = Vertex_Uv;
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| }
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| "#;
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| 
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| const FRAGMENT_SHADER: &str = r#"
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| #version 450
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| 
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| layout(location = 0) in vec2 v_Uv;
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| layout(location = 0) out vec4 o_Target;
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| 
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| layout(set = 2, binding = 0) uniform TimeUniform_value {
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|     float time;
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| };
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| 
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| void main() {
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|     float speed = 0.7;
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|     float translation = sin(time * speed);
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|     float percentage = 0.6;
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|     float threshold = v_Uv.x + translation * percentage;
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| 
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|     vec3 red = vec3(1., 0., 0.);
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|     vec3 blue = vec3(0., 0., 1.);
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|     vec3 mixed = mix(red, blue, threshold);
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| 
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|     o_Target = vec4(mixed, 1.0);
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| }
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| "#;
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| 
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| fn setup(
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|     mut commands: Commands,
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|     mut pipelines: ResMut<Assets<PipelineDescriptor>>,
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|     mut shaders: ResMut<Assets<Shader>>,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut render_graph: ResMut<RenderGraph>,
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| ) {
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|     // Create a new shader pipeline.
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|     let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
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|         vertex: shaders.add(Shader::from_glsl(ShaderStage::Vertex, VERTEX_SHADER)),
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|         fragment: Some(shaders.add(Shader::from_glsl(ShaderStage::Fragment, FRAGMENT_SHADER))),
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|     }));
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| 
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|     // Add a `RenderResourcesNode` to our `RenderGraph`. This will bind `TimeComponent` to our
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|     // shader.
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|     render_graph.add_system_node(
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|         "time_uniform",
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|         RenderResourcesNode::<TimeUniform>::new(true),
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|     );
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| 
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|     // Add a `RenderGraph` edge connecting our new "time_component" node to the main pass node. This
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|     // ensures that "time_component" runs before the main pass.
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|     render_graph
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|         .add_node_edge("time_uniform", base::node::MAIN_PASS)
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|         .unwrap();
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| 
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|     // Spawn a quad and insert the `TimeComponent`.
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|     commands
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|         .spawn_bundle(MeshBundle {
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|             mesh: meshes.add(Mesh::from(shape::Quad::new(Vec2::new(5.0, 5.0)))),
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|             render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
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|                 pipeline_handle,
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|             )]),
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|             transform: Transform::from_xyz(0.0, 0.0, 0.0),
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|             ..Default::default()
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|         })
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|         .insert(TimeUniform { value: 0.0 });
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| 
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|     // Spawn a camera.
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|     commands.spawn_bundle(PerspectiveCameraBundle {
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|         transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..Default::default()
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|     });
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| }
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| 
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| /// In this system we query for the `TimeComponent` and global `Time` resource, and set
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| /// `time.seconds_since_startup()` as the `value` of the `TimeComponent`. This value will be
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| /// accessed by the fragment shader and used to animate the shader.
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| fn animate_shader(time: Res<Time>, mut query: Query<&mut TimeUniform>) {
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|     let mut time_uniform = query.single_mut().unwrap();
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|     time_uniform.value = time.seconds_since_startup() as f32;
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| }
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