119 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			119 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
use bevy::{
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    prelude::*,
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    render::{
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        mesh::shape,
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        pipeline::{DynamicBinding, PipelineDescriptor, PipelineSpecialization, 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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/// This example illustrates how to create a custom material asset and a shader that uses that material
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fn main() {
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    App::build()
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        .add_default_plugins()
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        .add_asset::<MyMaterial>()
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        .add_startup_system(setup.system())
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        .run();
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}
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#[derive(RenderResources, Default)]
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struct MyMaterial {
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    pub color: Color,
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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 Camera {
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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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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 = 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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"#;
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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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    // Add an AssetRenderResourcesNode to our Render Graph. This will bind MyMaterial resources to 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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    // Add a Render Graph edge connecting our new "my_material" node to the main pass node. This 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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    // 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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    // Setup our world
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    commands
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        // cube
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        .spawn(MeshComponents {
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            mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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            render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
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                pipeline_handle,
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                // NOTE: in the future you wont need to manually declare dynamic bindings
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                PipelineSpecialization {
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                    dynamic_bindings: vec![
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                        // Transform
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                        DynamicBinding {
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                            bind_group: 1,
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                            binding: 0,
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                        },
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                        // MyMaterial_color
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                        DynamicBinding {
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                            bind_group: 1,
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                            binding: 1,
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                        },
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                    ],
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                    ..Default::default()
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                },
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            )]),
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            transform: Transform::from_translation(Vec3::new(0.0, 0.0, 0.0)),
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            ..Default::default()
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        })
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        .with(material)
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        // camera
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        .spawn(Camera3dComponents {
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            transform: Transform::new(Mat4::face_toward(
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                Vec3::new(3.0, 5.0, -8.0),
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                Vec3::new(0.0, 0.0, 0.0),
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                Vec3::new(0.0, 1.0, 0.0),
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            )),
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            ..Default::default()
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        });
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}
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