 f18f28874a
			
		
	
	
		f18f28874a
		
			
		
	
	
	
	
		
			
			# Objective - Better consistency with `add_systems`. - Deprecating `add_plugin` in favor of a more powerful `add_plugins`. - Allow passing `Plugin` to `add_plugins`. - Allow passing tuples to `add_plugins`. ## Solution - `App::add_plugins` now takes an `impl Plugins` parameter. - `App::add_plugin` is deprecated. - `Plugins` is a new sealed trait that is only implemented for `Plugin`, `PluginGroup` and tuples over `Plugins`. - All examples, benchmarks and tests are changed to use `add_plugins`, using tuples where appropriate. --- ## Changelog ### Changed - `App::add_plugins` now accepts all types that implement `Plugins`, which is implemented for: - Types that implement `Plugin`. - Types that implement `PluginGroup`. - Tuples (up to 16 elements) over types that implement `Plugins`. - Deprecated `App::add_plugin` in favor of `App::add_plugins`. ## Migration Guide - Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			88 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			88 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A shader that reads a mesh's custom vertex attribute.
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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::{TypePath, TypeUuid},
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|     render::{
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|         mesh::{MeshVertexAttribute, MeshVertexBufferLayout},
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|         render_resource::{
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|             AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError,
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|             VertexFormat,
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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, MaterialPlugin::<CustomMaterial>::default()))
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|         .add_systems(Startup, setup)
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|         .run();
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| }
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| 
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| // A "high" random id should be used for custom attributes to ensure consistent sorting and avoid collisions with other attributes.
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| // See the MeshVertexAttribute docs for more info.
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| const ATTRIBUTE_BLEND_COLOR: MeshVertexAttribute =
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|     MeshVertexAttribute::new("BlendColor", 988540917, VertexFormat::Float32x4);
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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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|     let mut mesh = Mesh::from(shape::Cube { size: 1.0 });
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|     mesh.insert_attribute(
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|         ATTRIBUTE_BLEND_COLOR,
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|         // The cube mesh has 24 vertices (6 faces, 4 vertices per face), so we insert one BlendColor for each
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|         vec![[1.0, 0.0, 0.0, 1.0]; 24],
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|     );
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| 
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|     // cube
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|     commands.spawn(MaterialMeshBundle {
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|         mesh: meshes.add(mesh),
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|         transform: Transform::from_xyz(0.0, 0.5, 0.0),
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|         material: materials.add(CustomMaterial {
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|             color: Color::WHITE,
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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(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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| // This is the struct that will be passed to your shader
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| #[derive(AsBindGroup, Debug, Clone, TypeUuid, TypePath)]
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| #[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
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| pub struct CustomMaterial {
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|     #[uniform(0)]
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|     color: Color,
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| }
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| 
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| impl Material for CustomMaterial {
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|     fn vertex_shader() -> ShaderRef {
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|         "shaders/custom_vertex_attribute.wgsl".into()
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|     }
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|     fn fragment_shader() -> ShaderRef {
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|         "shaders/custom_vertex_attribute.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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|         let vertex_layout = layout.get_layout(&[
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|             Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
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|             ATTRIBUTE_BLEND_COLOR.at_shader_location(1),
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|         ])?;
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|         descriptor.vertex.buffers = vec![vertex_layout];
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|         Ok(())
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|     }
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| }
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