 b724a0f586
			
		
	
	
		b724a0f586
		
	
	
	
	
		
			
			# Objective - Remove all the `.system()` possible. - Check for remaining missing cases. ## Solution - Remove all `.system()`, fix compile errors - 32 calls to `.system()` remains, mostly internals, the few others should be removed after #2446
		
			
				
	
	
		
			116 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			116 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
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|     prelude::*,
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|     render::{
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|         mesh::{shape, VertexAttributeValues},
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|         pipeline::{PipelineDescriptor, RenderPipeline},
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|         shader::{ShaderStage, ShaderStages},
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|     },
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| };
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| 
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| /// This example illustrates how to add a custom attribute to a mesh and use it in a custom shader.
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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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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| 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(location = 1) in vec3 Vertex_Color;
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| layout(location = 0) out vec3 v_color;
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| 
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| layout(set = 0, binding = 0) uniform CameraViewProj {
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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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|     v_color = Vertex_Color;
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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(location = 0) in vec3 v_color;
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| 
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| void main() {
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|     o_Target = vec4(v_color, 1.0);
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| }
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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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|     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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| ) {
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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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|     // create a generic cube
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|     let mut cube_with_vertex_colors = Mesh::from(shape::Cube { size: 2.0 });
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| 
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|     // insert our custom color attribute with some nice colors!
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|     cube_with_vertex_colors.set_attribute(
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|         // name of the attribute
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|         "Vertex_Color",
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|         // the vertex attributes, represented by `VertexAttributeValues`
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|         // NOTE: the attribute count has to be consistent across all attributes, otherwise bevy
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|         // will panic.
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|         VertexAttributeValues::from(vec![
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|             // top
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|             [0.79, 0.73, 0.07],
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|             [0.74, 0.14, 0.29],
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|             [0.08, 0.55, 0.74],
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|             [0.20, 0.27, 0.29],
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|             // bottom
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|             [0.79, 0.73, 0.07],
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|             [0.74, 0.14, 0.29],
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|             [0.08, 0.55, 0.74],
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|             [0.20, 0.27, 0.29],
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|             // right
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|             [0.79, 0.73, 0.07],
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|             [0.74, 0.14, 0.29],
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|             [0.08, 0.55, 0.74],
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|             [0.20, 0.27, 0.29],
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|             // left
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|             [0.79, 0.73, 0.07],
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|             [0.74, 0.14, 0.29],
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|             [0.08, 0.55, 0.74],
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|             [0.20, 0.27, 0.29],
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|             // front
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|             [0.79, 0.73, 0.07],
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|             [0.74, 0.14, 0.29],
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|             [0.08, 0.55, 0.74],
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|             [0.20, 0.27, 0.29],
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|             // back
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|             [0.79, 0.73, 0.07],
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|             [0.74, 0.14, 0.29],
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|             [0.08, 0.55, 0.74],
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|             [0.20, 0.27, 0.29],
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|         ]),
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|     );
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|     // cube
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|     commands.spawn_bundle(MeshBundle {
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|         mesh: meshes.add(cube_with_vertex_colors), // use our cube with vertex colors
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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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|     // 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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