 11b41206eb
			
		
	
	
		11b41206eb
		
	
	
	
	
		
			
			This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals: 1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main` 2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. I split this up into 3 commits: 1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`). 2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1). 3. **support manual archetype updates in QueryState**: same situation as (2).
		
			
				
	
	
		
			103 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
		
			2.9 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, AssetRenderResourcesNode, RenderGraph},
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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 illustrates how to create a custom material asset and a shader that uses that
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| /// material
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_asset::<MyMaterial>()
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|         .add_startup_system(setup)
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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 = "1e08866c-0b8a-437e-8bce-37733b25127e"]
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| struct MyMaterial {
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|     pub color: Color,
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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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| layout(location = 0) in vec3 Vertex_Position;
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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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| layout(set = 1, binding = 0) uniform Transform {
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|     mat4 Model;
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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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| }
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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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| layout(location = 0) out vec4 o_Target;
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| layout(set = 2, binding = 0) uniform MyMaterial_color {
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|     vec4 color;
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| };
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| void main() {
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|     o_Target = color;
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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 materials: ResMut<Assets<MyMaterial>>,
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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 an AssetRenderResourcesNode to our Render Graph. This will bind MyMaterial resources to
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|     // our shader
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|     render_graph.add_system_node(
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|         "my_material",
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|         AssetRenderResourcesNode::<MyMaterial>::new(true),
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|     );
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| 
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|     // Add a Render Graph edge connecting our new "my_material" node to the main pass node. This
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|     // ensures "my_material" runs before the main pass
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|     render_graph
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|         .add_node_edge("my_material", base::node::MAIN_PASS)
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|         .unwrap();
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| 
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|     // Create a new material
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|     let material = materials.add(MyMaterial {
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|         color: Color::rgb(0.0, 0.8, 0.0),
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|     });
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| 
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|     // cube
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|     commands
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|         .spawn_bundle(MeshBundle {
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|             mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })),
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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(material);
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|     // camera
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|     commands.spawn_bundle(PerspectiveCameraBundle {
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|         transform: Transform::from_xyz(3.0, 5.0, -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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