133 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			133 lines
		
	
	
		
			4.1 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::{asset_shader_defs_system, ShaderDefs, ShaderStage, ShaderStages},
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    },
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};
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/// This example illustrates how to create a custom material asset that uses "shader defs" and a shader that uses that material.
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/// In Bevy, "shader defs" are a way to selectively enable parts of a shader based on values set in a component or asset.
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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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        .add_system_to_stage(
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            stage::POST_UPDATE,
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            asset_shader_defs_system::<MyMaterial>.system(),
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        )
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        .run();
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}
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#[derive(RenderResources, ShaderDefs, Default, TypeUuid)]
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#[uuid = "620f651b-adbe-464b-b740-ba0e547282ba"]
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struct MyMaterial {
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    pub color: Color,
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    #[render_resources(ignore)]
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    #[shader_def]
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    pub always_blue: bool,
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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 = 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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# ifdef MYMATERIAL_ALWAYS_BLUE
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    o_Target = vec4(0.0, 0.0, 0.8, 1.0);
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# endif
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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<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 green material
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    let green_material = materials.add(MyMaterial {
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        color: Color::rgb(0.0, 0.8, 0.0),
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        always_blue: false,
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    });
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    // Create a blue material, which uses our "always_blue" shader def
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    let blue_material = materials.add(MyMaterial {
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        color: Color::rgb(0.0, 0.0, 0.0),
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        always_blue: true,
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    });
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    // Create a cube mesh which will use our materials
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    let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 2.0 }));
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    commands
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        // cube
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        .spawn(MeshBundle {
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            mesh: cube_handle.clone(),
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            render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
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                pipeline_handle.clone(),
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            )]),
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            transform: Transform::from_xyz(-2.0, 0.0, 0.0),
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            ..Default::default()
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        })
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        .with(green_material)
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        // cube
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        .spawn(MeshBundle {
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            mesh: cube_handle,
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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(2.0, 0.0, 0.0),
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            ..Default::default()
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        })
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        .with(blue_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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