
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`. ```rust use bevy::prelude::*; #[derive(Default)] struct Foo { bar: usize, baz: usize, } // Normally you would do this: let foo = Foo { bar: 10, ..Default::default() }; // But now you can do this: let foo = Foo { bar: 10, ..default() }; ``` The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
165 lines
5.4 KiB
Rust
165 lines
5.4 KiB
Rust
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, RenderAssets},
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render_resource::{
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BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
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BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingResource, BindingType,
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SamplerBindingType, ShaderStages, TextureSampleType, TextureViewDimension,
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},
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renderer::RenderDevice,
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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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.add_system(rotate_camera)
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.run();
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}
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#[derive(Component)]
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struct MainCamera;
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut custom_materials: ResMut<Assets<CustomMaterial>>,
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mut standard_materials: ResMut<Assets<StandardMaterial>>,
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) {
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
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material: standard_materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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..default()
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});
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(0.0, 2.5, 1.0).looking_at(Vec3::default(), Vec3::Y),
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..default()
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});
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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: custom_materials.add(CustomMaterial {
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texture: asset_server.load(
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"models/FlightHelmet/FlightHelmet_Materials_LensesMat_OcclusionRoughMetal.png",
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),
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}),
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..default()
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});
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// camera
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commands
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.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(4.0, 2.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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})
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.insert(MainCamera);
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}
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fn rotate_camera(mut camera: Query<&mut Transform, With<MainCamera>>, time: Res<Time>) {
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let cam_transform = camera.single_mut().into_inner();
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cam_transform.rotate_around(
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Vec3::ZERO,
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Quat::from_axis_angle(Vec3::Y, 45f32.to_radians() * time.delta_seconds()),
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);
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cam_transform.look_at(Vec3::ZERO, Vec3::Y);
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}
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#[derive(Debug, Clone, TypeUuid)]
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#[uuid = "b62bb455-a72c-4b56-87bb-81e0554e234f"]
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pub struct CustomMaterial {
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texture: Handle<Image>,
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}
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#[derive(Clone)]
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pub struct GpuCustomMaterial {
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bind_group: BindGroup,
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}
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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 = (
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SRes<RenderDevice>,
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SRes<RenderAssets<Image>>,
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SRes<MaterialPipeline<Self>>,
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);
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fn extract_asset(&self) -> Self::ExtractedAsset {
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self.clone()
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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, gpu_images, material_pipeline): &mut SystemParamItem<Self::Param>,
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) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
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let gpu_image = match gpu_images.get(&extracted_asset.texture) {
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Some(gpu_image) => gpu_image,
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// if the image isn't loaded yet, try next frame
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None => return Err(PrepareAssetError::RetryNextUpdate(extracted_asset)),
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};
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let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
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entries: &[
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BindGroupEntry {
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binding: 0,
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resource: BindingResource::TextureView(&gpu_image.texture_view),
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},
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BindGroupEntry {
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binding: 1,
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resource: BindingResource::Sampler(&gpu_image.sampler),
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},
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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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Ok(GpuCustomMaterial { bind_group })
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}
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}
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impl Material for CustomMaterial {
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fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
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Some(asset_server.load("shaders/custom_material_screenspace_texture.wgsl"))
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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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fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
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render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[
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BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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sample_type: TextureSampleType::Float { filterable: true },
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view_dimension: TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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BindGroupLayoutEntry {
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binding: 1,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Sampler(SamplerBindingType::Filtering),
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count: None,
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},
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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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