 5eca832cee
			
		
	
	
		5eca832cee
		
			
		
	
	
	
	
		
			
			Adds some methods to assist in building `ShaderStorageBuffer` without using `bytemuck`. We keep the `&[u8]` constructors since this is still modeled as a thin wrapper around the buffer descriptor, but should make it easier to interact with at the cost of an extra allocation in the `ShaderType` path for the buffer writer. Follow up from #14663
		
			
				
	
	
		
			107 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			107 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example demonstrates how to use a storage buffer with `AsBindGroup` in a custom material.
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| use bevy::{
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|     prelude::*,
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|     reflect::TypePath,
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|     render::render_resource::{AsBindGroup, ShaderRef},
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| };
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| use bevy_render::storage::ShaderStorageBuffer;
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| 
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| const SHADER_ASSET_PATH: &str = "shaders/storage_buffer.wgsl";
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, update)
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|         .run();
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| }
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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 buffers: ResMut<Assets<ShaderStorageBuffer>>,
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|     mut materials: ResMut<Assets<CustomMaterial>>,
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| ) {
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|     // Example data for the storage buffer
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|     let color_data: Vec<[f32; 4]> = vec![
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|         [1.0, 0.0, 0.0, 1.0],
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|         [0.0, 1.0, 0.0, 1.0],
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|         [0.0, 0.0, 1.0, 1.0],
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|         [1.0, 1.0, 0.0, 1.0],
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|         [0.0, 1.0, 1.0, 1.0],
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|     ];
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| 
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|     let colors = buffers.add(ShaderStorageBuffer::from(color_data));
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| 
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|     // Create the custom material with the storage buffer
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|     let custom_material = CustomMaterial { colors };
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| 
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|     let material_handle = materials.add(custom_material);
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|     commands.insert_resource(CustomMaterialHandle(material_handle.clone()));
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| 
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|     // Spawn cubes with the custom material
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|     for i in -6..=6 {
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|         for j in -3..=3 {
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|             commands.spawn(MaterialMeshBundle {
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|                 mesh: meshes.add(Cuboid::from_size(Vec3::splat(0.3))),
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|                 material: material_handle.clone(),
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|                 transform: Transform::from_xyz(i as f32, j as f32, 0.0),
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|                 ..default()
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|             });
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|         }
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|     }
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| 
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|     // Camera
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(0.0, 0.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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| 
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| // Update the material color by time
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| fn update(
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|     time: Res<Time>,
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|     material_handle: Res<CustomMaterialHandle>,
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|     mut materials: ResMut<Assets<CustomMaterial>>,
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|     mut buffers: ResMut<Assets<ShaderStorageBuffer>>,
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| ) {
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|     let material = materials.get_mut(&material_handle.0).unwrap();
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|     let buffer = buffers.get_mut(&material.colors).unwrap();
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|     buffer.set_data(
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|         (0..5)
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|             .map(|i| {
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|                 let t = time.elapsed_seconds() * 5.0;
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|                 [
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|                     (t + i as f32).sin() / 2.0 + 0.5,
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|                     (t + i as f32 + 2.0).sin() / 2.0 + 0.5,
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|                     (t + i as f32 + 4.0).sin() / 2.0 + 0.5,
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|                     1.0,
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|                 ]
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|             })
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|             .collect::<Vec<[f32; 4]>>()
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|             .as_slice(),
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|     );
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| }
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| 
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| // Holds a handle to the custom material
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| #[derive(Resource)]
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| struct CustomMaterialHandle(Handle<CustomMaterial>);
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| 
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| // This struct defines the data that will be passed to your shader
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| #[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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| struct CustomMaterial {
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|     #[storage(0, read_only)]
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|     colors: Handle<ShaderStorageBuffer>,
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| }
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| 
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| impl Material for CustomMaterial {
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|     fn vertex_shader() -> ShaderRef {
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|         SHADER_ASSET_PATH.into()
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|     }
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| 
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|     fn fragment_shader() -> ShaderRef {
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|         SHADER_ASSET_PATH.into()
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|     }
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| }
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