 60fa2d5f93
			
		
	
	
		60fa2d5f93
		
			
		
	
	
	
	
		
			
			* delegate layout reflection to RenderResourceContext Also: * auto-reflect DynamicBindings * use RenderPipeline::new, update dynamic_bindings linting. * add dynamic binding generation Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			133 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			133 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
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|     prelude::*,
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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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|     type_registry::TypeUuid,
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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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| 
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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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| 
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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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| 
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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 = 1, binding = 1) 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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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: 1.0 }));
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| 
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|     commands
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|         // cube
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|         .spawn(MeshComponents {
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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_translation(Vec3::new(-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(MeshComponents {
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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_translation(Vec3::new(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(Camera3dComponents {
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|             transform: Transform::from_translation(Vec3::new(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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