127 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			127 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
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|     prelude::*,
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|     render::{
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|         render_graph::{
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|             resource_name, resource_providers::UniformResourceProvider, PipelineDescriptor,
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|         },
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|         Shader, ShaderStage,
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|     },
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| };
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| 
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| use bevy_derive::Uniforms;
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| 
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| #[derive(Uniforms, Default)]
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| struct MyMaterial {
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|     pub color: Vec4,
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|     #[uniform(ignore, shader_def)]
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|     pub always_red: bool,
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| }
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| 
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| fn main() {
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|     AppBuilder::new()
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|         .add_defaults()
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|         .setup_world(setup)
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|         .setup_render_graph(|builder, pipeline_storage, shader_storage| {
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|             builder
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|                 .add_resource_provider(Box::new(UniformResourceProvider::<MyMaterial>::new()))
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|                 .add_pipeline_to_pass(
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|                     resource_name::pass::MAIN,
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|                     pipeline_storage,
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|                     PipelineDescriptor::build(
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|                         shader_storage,
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|                         Shader::from_glsl(
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|                             ShaderStage::Vertex,
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|                             r#"
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|                                 #version 450
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|                                 layout(location = 0) in vec4 a_Pos;
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|                                 layout(location = 0) out vec4 v_Position;
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|                                 layout(set = 0, binding = 0) uniform Camera {
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|                                     mat4 ViewProj;
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|                                 };
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|                                 layout(set = 1, binding = 0) uniform Object {
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|                                     mat4 Model;
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|                                 };
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|                                 void main() {
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|                                     v_Position = Model * a_Pos;
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|                                     gl_Position = ViewProj * v_Position;
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|                                 }
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|                             "#,
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|                         ),
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|                     )
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|                     .with_fragment_shader(Shader::from_glsl(
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|                         ShaderStage::Fragment,
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|                         r#"
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|                                 #version 450
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|                                 layout(location = 0) in vec4 v_Position;
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|                                 layout(location = 0) out vec4 o_Target;
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|                                 layout(set = 1, binding = 1) 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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|                                 # ifdef MY_MATERIAL_ALWAYS_RED
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|                                     o_Target = vec4(0.8, 0.0, 0.0, 1.0);
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|                                 # endif
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|                                 }
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|                         "#,
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|                     ))
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|                     .with_standard_config()
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|                     .build(),
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|                 )
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|         })
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|         .run();
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| }
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| 
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| fn setup(world: &mut World, resources: &mut Resources) {
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|     let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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|     let cube_handle = mesh_storage.add(Mesh::load(MeshType::Cube));
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| 
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|     world
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|         .build()
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|         // cube
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|         .add_entity(MeshMaterialEntity::<MyMaterial> {
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|             mesh: cube_handle,
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|             renderable: Renderable {
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|                 pipelines: vec![Handle::new(2)], // TODO: make this pipeline assignment cleaner
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|                 ..Default::default()
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|             },
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|             material: MyMaterial {
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|                 color: Vec4::new(0.0, 0.8, 0.0, 1.0),
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|                 always_red: false,
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|             },
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|             translation: Translation::new(-2.0, 0.0, 0.0),
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|             ..Default::default()
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|         })
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|         // cube
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|         .add_entity(MeshMaterialEntity::<MyMaterial> {
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|             mesh: cube_handle,
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|             renderable: Renderable {
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|                 pipelines: vec![Handle::new(2)], // TODO: make this pipeline assignment cleaner
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|                 ..Default::default()
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|             },
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|             material: MyMaterial {
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|                 color: Vec4::new(0.0, 0.0, 0.0, 1.0),
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|                 always_red: true,
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|             },
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|             translation: Translation::new(2.0, 0.0, 0.0),
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|             ..Default::default()
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|         })
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|         // camera
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|         .add_entity(CameraEntity {
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|             camera: Camera::new(CameraType::Projection {
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|                 fov: std::f32::consts::PI / 4.0,
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|                 near: 1.0,
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|                 far: 1000.0,
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|                 aspect_ratio: 1.0,
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|             }),
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|             active_camera: ActiveCamera,
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|             local_to_world: LocalToWorld(Mat4::look_at_rh(
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|                 Vec3::new(3.0, 8.0, 5.0),
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|                 Vec3::new(0.0, 0.0, 0.0),
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|                 Vec3::new(0.0, 0.0, 1.0),
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|             )),
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|         })
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|         .build();
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| }
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