146 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			146 lines
		
	
	
		
			4.6 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, VertexAttributeValues},
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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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/// This example illustrates how to add a custom attribute to a mesh and use it in a custom shader.
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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::<MyMaterialWithVertexColorSupport>()
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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 = "0320b9b8-b3a3-4baa-8bfa-c94008177b17"]
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struct MyMaterialWithVertexColorSupport;
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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(location = 1) in vec3 Vertex_Color;
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layout(location = 0) out vec3 v_color;
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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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    v_color = Vertex_Color;
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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(location = 0) in vec3 v_color;
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void main() {
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    o_Target = vec4(v_color, 1.0);
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}
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"#;
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fn setup(
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    commands: &mut 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<MyMaterialWithVertexColorSupport>>,
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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 MyMaterialWithVertexColorSupport resources to our shader
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    render_graph.add_system_node(
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        "my_material_with_vertex_color_support",
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        AssetRenderResourcesNode::<MyMaterialWithVertexColorSupport>::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(
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            "my_material_with_vertex_color_support",
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            base::node::MAIN_PASS,
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        )
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        .unwrap();
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    // Create a new material
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    let material = materials.add(MyMaterialWithVertexColorSupport {});
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    // create a generic cube
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    let mut cube_with_vertex_colors = Mesh::from(shape::Cube { size: 2.0 });
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    // insert our custom color attribute with some nice colors!
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    cube_with_vertex_colors.set_attribute(
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        // name of the attribute
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        "Vertex_Color",
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        // the vertex attributes, represented by `VertexAttributeValues`
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        // NOTE: the attribute count has to be consistent across all attributes, otherwise bevy will panic.
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        VertexAttributeValues::from(vec![
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            // top
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            [0.79, 0.73, 0.07],
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            [0.74, 0.14, 0.29],
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            [0.08, 0.55, 0.74],
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            [0.20, 0.27, 0.29],
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            // bottom
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            [0.79, 0.73, 0.07],
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            [0.74, 0.14, 0.29],
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            [0.08, 0.55, 0.74],
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            [0.20, 0.27, 0.29],
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            // right
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            [0.79, 0.73, 0.07],
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            [0.74, 0.14, 0.29],
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            [0.08, 0.55, 0.74],
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            [0.20, 0.27, 0.29],
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            // left
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            [0.79, 0.73, 0.07],
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            [0.74, 0.14, 0.29],
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            [0.08, 0.55, 0.74],
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            [0.20, 0.27, 0.29],
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            // front
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            [0.79, 0.73, 0.07],
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            [0.74, 0.14, 0.29],
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            [0.08, 0.55, 0.74],
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            [0.20, 0.27, 0.29],
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            // back
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            [0.79, 0.73, 0.07],
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            [0.74, 0.14, 0.29],
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            [0.08, 0.55, 0.74],
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            [0.20, 0.27, 0.29],
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        ]),
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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(cube_with_vertex_colors), // use our cube with vertex colors
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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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