 cd15f0f5be
			
		
	
	
		cd15f0f5be
		
	
	
	
	
		
			
			# Objective Take advantage of the "impl Bundle for Component" changes in #2975 / add the follow up changes discussed there. ## Solution - Change `insert` and `remove` to accept a Bundle instead of a Component (for both Commands and World) - Deprecate `insert_bundle`, `remove_bundle`, and `remove_bundle_intersection` - Add `remove_intersection` --- ## Changelog - Change `insert` and `remove` now accept a Bundle instead of a Component (for both Commands and World) - `insert_bundle` and `remove_bundle` are deprecated ## Migration Guide Replace `insert_bundle` with `insert`: ```rust // Old (0.8) commands.spawn().insert_bundle(SomeBundle::default()); // New (0.9) commands.spawn().insert(SomeBundle::default()); ``` Replace `remove_bundle` with `remove`: ```rust // Old (0.8) commands.entity(some_entity).remove_bundle::<SomeBundle>(); // New (0.9) commands.entity(some_entity).remove::<SomeBundle>(); ``` Replace `remove_bundle_intersection` with `remove_intersection`: ```rust // Old (0.8) world.entity_mut(some_entity).remove_bundle_intersection::<SomeBundle>(); // New (0.9) world.entity_mut(some_entity).remove_intersection::<SomeBundle>(); ``` Consider consolidating as many operations as possible to improve ergonomics and cut down on archetype moves: ```rust // Old (0.8) commands.spawn() .insert_bundle(SomeBundle::default()) .insert(SomeComponent); // New (0.9) - Option 1 commands.spawn().insert(( SomeBundle::default(), SomeComponent, )) // New (0.9) - Option 2 commands.spawn_bundle(( SomeBundle::default(), SomeComponent, )) ``` ## Next Steps Consider changing `spawn` to accept a bundle and deprecate `spawn_bundle`.
		
			
				
	
	
		
			103 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A shader that uses "shaders defs", which selectively toggle parts of a shader.
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| 
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| use bevy::{
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|     pbr::{MaterialPipeline, MaterialPipelineKey},
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|     prelude::*,
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|     reflect::TypeUuid,
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|     render::{
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|         mesh::MeshVertexBufferLayout,
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|         render_resource::{
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|             AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError,
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|         },
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|     },
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| };
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_plugin(MaterialPlugin::<CustomMaterial>::default())
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|         .add_startup_system(setup)
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|         .run();
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| }
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| 
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| /// set up a simple 3D scene
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| fn setup(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<CustomMaterial>>,
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| ) {
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|     // blue cube
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|     commands.spawn_bundle(MaterialMeshBundle {
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|         mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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|         transform: Transform::from_xyz(-1.0, 0.5, 0.0),
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|         material: materials.add(CustomMaterial {
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|             color: Color::BLUE,
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|             is_red: false,
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|         }),
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|         ..default()
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|     });
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| 
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|     // red cube (with green color overridden by the IS_RED "shader def")
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|     commands.spawn_bundle(MaterialMeshBundle {
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|         mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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|         transform: Transform::from_xyz(1.0, 0.5, 0.0),
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|         material: materials.add(CustomMaterial {
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|             color: Color::GREEN,
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|             is_red: true,
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|         }),
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|         ..default()
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|     });
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| 
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|     // camera
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|     commands.spawn_bundle(Camera3dBundle {
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|         transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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| 
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| impl Material for CustomMaterial {
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|     fn fragment_shader() -> ShaderRef {
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|         "shaders/shader_defs.wgsl".into()
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|     }
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| 
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|     fn specialize(
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|         _pipeline: &MaterialPipeline<Self>,
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|         descriptor: &mut RenderPipelineDescriptor,
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|         _layout: &MeshVertexBufferLayout,
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|         key: MaterialPipelineKey<Self>,
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|     ) -> Result<(), SpecializedMeshPipelineError> {
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|         if key.bind_group_data.is_red {
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|             let fragment = descriptor.fragment.as_mut().unwrap();
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|             fragment.shader_defs.push("IS_RED".to_string());
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|         }
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|         Ok(())
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|     }
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| }
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| 
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| // This is the struct that will be passed to your shader
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| #[derive(AsBindGroup, TypeUuid, Debug, Clone)]
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| #[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
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| #[bind_group_data(CustomMaterialKey)]
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| pub struct CustomMaterial {
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|     #[uniform(0)]
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|     color: Color,
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|     is_red: bool,
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| }
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| 
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| // This key is used to identify a specific permutation of this material pipeline.
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| // In this case, we specialize on whether or not to configure the "IS_RED" shader def.
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| // Specialization keys should be kept as small / cheap to hash as possible,
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| // as they will be used to look up the pipeline for each drawn entity with this material type.
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| #[derive(Eq, PartialEq, Hash, Clone)]
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| pub struct CustomMaterialKey {
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|     is_red: bool,
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| }
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| 
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| impl From<&CustomMaterial> for CustomMaterialKey {
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|     fn from(material: &CustomMaterial) -> Self {
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|         Self {
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|             is_red: material.is_red,
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|         }
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|     }
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| }
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