 deeaf64897
			
		
	
	
		deeaf64897
		
	
	
	
	
		
			
			# Objective I noticed different examples descriptions were not using the same structure:  This results in sentences that a reader has to read differently each time, which might result in information being hard to find, especially foreign language users. Original discord discussion: https://discord.com/channels/691052431525675048/976846499889705020 ## Solution - Use less different words, similar structure and being straight to the point. --- ## Changelog - Examples descriptions more accessible.
		
			
				
	
	
		
			139 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			139 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A shader and a material that uses it.
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| 
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| use bevy::{
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|     ecs::system::{lifetimeless::SRes, SystemParamItem},
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|     pbr::MaterialPipeline,
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|     prelude::*,
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|     reflect::TypeUuid,
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|     render::{
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|         render_asset::{PrepareAssetError, RenderAsset},
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|         render_resource::{
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|             encase, BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
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|             BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingType, Buffer,
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|             BufferBindingType, BufferInitDescriptor, BufferUsages, ShaderSize, ShaderStages,
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|             ShaderType,
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|         },
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|         renderer::RenderDevice,
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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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|     // cube
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|     commands.spawn().insert_bundle(MaterialMeshBundle {
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|         mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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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::GREEN,
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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(PerspectiveCameraBundle {
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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(Debug, Clone, TypeUuid)]
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| #[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
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| pub struct CustomMaterial {
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|     color: Color,
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| }
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| 
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| #[derive(Clone)]
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| pub struct GpuCustomMaterial {
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|     _buffer: Buffer,
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|     bind_group: BindGroup,
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| }
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| 
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| // The implementation of [`Material`] needs this impl to work properly.
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| impl RenderAsset for CustomMaterial {
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|     type ExtractedAsset = CustomMaterial;
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|     type PreparedAsset = GpuCustomMaterial;
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|     type Param = (SRes<RenderDevice>, SRes<MaterialPipeline<Self>>);
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|     fn extract_asset(&self) -> Self::ExtractedAsset {
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|         self.clone()
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|     }
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| 
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|     fn prepare_asset(
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|         extracted_asset: Self::ExtractedAsset,
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|         (render_device, material_pipeline): &mut SystemParamItem<Self::Param>,
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|     ) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
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|         let color = Vec4::from_slice(&extracted_asset.color.as_linear_rgba_f32());
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| 
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|         let byte_buffer = [0u8; Vec4::SIZE.get() as usize];
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|         let mut buffer = encase::UniformBuffer::new(byte_buffer);
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|         buffer.write(&color).unwrap();
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| 
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|         let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
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|             contents: buffer.as_ref(),
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|             label: None,
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|             usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
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|         });
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|         let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
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|             entries: &[BindGroupEntry {
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|                 binding: 0,
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|                 resource: buffer.as_entire_binding(),
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|             }],
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|             label: None,
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|             layout: &material_pipeline.material_layout,
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|         });
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| 
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|         Ok(GpuCustomMaterial {
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|             _buffer: buffer,
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|             bind_group,
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|         })
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|     }
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| }
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| 
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| impl Material for CustomMaterial {
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|     // When creating a custom material, you need to define either a vertex shader, a fragment shader or both.
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|     // If you don't define one of them it will use the default mesh shader which can be found at
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|     // <https://github.com/bevyengine/bevy/blob/latest/crates/bevy_pbr/src/render/mesh.wgsl>
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| 
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|     // For this example we don't need a vertex shader
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|     // fn vertex_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
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|     //     // Use the same path as the fragment shader since wgsl let's you define both shader in the same file
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|     //     Some(asset_server.load("shaders/custom_material.wgsl"))
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|     // }
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| 
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|     fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
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|         Some(asset_server.load("shaders/custom_material.wgsl"))
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|     }
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| 
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|     fn bind_group(render_asset: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup {
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|         &render_asset.bind_group
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|     }
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| 
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|     fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
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|         render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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|             entries: &[BindGroupLayoutEntry {
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|                 binding: 0,
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|                 visibility: ShaderStages::FRAGMENT,
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|                 ty: BindingType::Buffer {
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|                     ty: BufferBindingType::Uniform,
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|                     has_dynamic_offset: false,
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|                     min_binding_size: Some(Vec4::min_size()),
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|                 },
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|                 count: None,
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|             }],
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|             label: None,
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|         })
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|     }
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| }
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