Alternative to #1203 and #1611 Camera bindings have historically been "hacked in". They were _required_ in all shaders and only supported a single Mat4. PBR (#1554) requires the CameraView matrix, but adding this using the "hacked" method forced users to either include all possible camera data in a single binding (#1203) or include all possible bindings (#1611). This approach instead assigns each "active camera" its own RenderResourceBindings, which are populated by CameraNode. The PassNode then retrieves (and initializes) the relevant bind groups for all render pipelines used by visible entities. * Enables any number of camera bindings , including zero (with any set or binding number ... set 0 should still be used to avoid rebinds). * Renames Camera binding to CameraViewProj * Adds CameraView binding
104 lines
3.0 KiB
Rust
104 lines
3.0 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::{ShaderStage, ShaderStages},
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},
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};
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/// This example illustrates how to create a custom material asset and a shader that uses that
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/// material
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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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#[derive(RenderResources, Default, TypeUuid)]
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#[uuid = "1e08866c-0b8a-437e-8bce-37733b25127e"]
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struct MyMaterial {
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pub color: Color,
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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 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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}
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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 = 2, binding = 0) 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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"#;
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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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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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// 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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// 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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// 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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// Setup our world
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commands
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// cube
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.spawn(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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.with(material)
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// camera
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.spawn(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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