81 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			81 lines
		
	
	
		
			2.5 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::ShaderStages,
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    },
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};
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/// This example illustrates how to load shaders such that they can be
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/// edited while the example is still running.
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fn main() {
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    App::build()
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        .add_plugins(DefaultPlugins)
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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, TypeUuid)]
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#[uuid = "3bf9e364-f29d-4d6c-92cf-93298466c620"]
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struct MyMaterial {
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    pub color: Color,
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}
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fn setup(
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    commands: &mut Commands,
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    asset_server: ResMut<AssetServer>,
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    mut pipelines: ResMut<Assets<PipelineDescriptor>>,
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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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    // Watch for changes
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    asset_server.watch_for_changes().unwrap();
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    // Create a new shader pipeline with shaders loaded from the asset directory
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    let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
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        vertex: asset_server.load::<Shader, _>("shaders/hot.vert"),
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        fragment: Some(asset_server.load::<Shader, _>("shaders/hot.frag")),
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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(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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        .with(material)
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        // camera
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        .spawn(Camera3dBundle {
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            transform: Transform::from_xyz(3.0, 5.0, -8.0)
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                .looking_at(Vec3::default(), Vec3::unit_y()),
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            ..Default::default()
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        });
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}
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