 de004da8d5
			
		
	
	
		de004da8d5
		
			
		
	
	
	
	
		
			
			# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
		
			
				
	
	
		
			101 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			101 lines
		
	
	
		
			2.9 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::TypePath,
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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, 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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| /// 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(MaterialMeshBundle {
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|         mesh: meshes.add(Cuboid::default()),
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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: LegacyColor::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(MaterialMeshBundle {
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|         mesh: meshes.add(Cuboid::default()),
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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: LegacyColor::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(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".into());
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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(Asset, TypePath, AsBindGroup, Debug, Clone)]
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| #[bind_group_data(CustomMaterialKey)]
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| struct CustomMaterial {
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|     #[uniform(0)]
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|     color: LegacyColor,
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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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| 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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