 81b53d15d4
			
		
	
	
		81b53d15d4
		
	
	
	
	
		
			
			Resolves #1253 #1562 This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder. In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions. I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
		
			
				
	
	
		
			81 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			81 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
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|     prelude::*,
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|     reflect::TypeUuid,
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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::ShaderStages,
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|     },
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| };
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| 
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| /// This example illustrates how to load shaders such that they can be
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| /// edited while the example is still running.
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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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|         .run();
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| }
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| 
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| #[derive(RenderResources, Default, TypeUuid)]
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| #[uuid = "3bf9e364-f29d-4d6c-92cf-93298466c620"]
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| struct MyMaterial {
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|     pub color: Color,
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| }
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| 
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| fn setup(
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|     mut commands: Commands,
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|     asset_server: ResMut<AssetServer>,
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|     mut pipelines: ResMut<Assets<PipelineDescriptor>>,
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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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|     // Watch for changes
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|     asset_server.watch_for_changes().unwrap();
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| 
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|     // Create a new shader pipeline with shaders loaded from the asset directory
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|     let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
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|         vertex: asset_server.load::<Shader, _>("shaders/hot.vert"),
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|         fragment: Some(asset_server.load::<Shader, _>("shaders/hot.frag")),
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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
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|     // 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
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|     // 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 new material
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|     let material = materials.add(MyMaterial {
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|         color: Color::rgb(0.0, 0.8, 0.0),
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|     });
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| 
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|     // cube
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|     commands
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|         .spawn_bundle(MeshBundle {
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|             mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })),
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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_xyz(0.0, 0.0, 0.0),
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|             ..Default::default()
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|         })
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|         .insert(material);
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|     // camera
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|     commands.spawn_bundle(PerspectiveCameraBundle {
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|         transform: Transform::from_xyz(3.0, 5.0, -8.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..Default::default()
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|     });
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| }
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