111 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			111 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
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|     prelude::*,
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|     render::{
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|         render_graph::{PipelineDescriptor, resource_name},
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|         Shader, ShaderStage, Vertex,
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|     },
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| };
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| 
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| use bevy_derive::Uniforms;
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| 
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| // #[derive(Uniforms)]
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| struct MyMaterial {
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|     pub color: Vec4
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| }
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| 
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| fn main() {
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|     AppBuilder::new()
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|         .add_defaults()
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|         .setup_world(setup)
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|         .setup_render_graph(|builder, pipeline_storage, shader_storage| {
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|             builder
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|                 // .add_resource_provider(UniformResourceProvider::<MyMaterial>::new())
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|                 .add_pipeline_to_pass(
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|                     resource_name::pass::MAIN,
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|                     pipeline_storage,
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|                     PipelineDescriptor::build(
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|                         shader_storage, Shader::from_glsl(
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|                             ShaderStage::Vertex,r#"
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|                                 #version 450
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|                                 layout(location = 0) in vec4 a_Pos;
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|                                 layout(location = 0) out vec4 v_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 Object {
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|                                     mat4 Model;
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|                                 };
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|                                 void main() {
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|                                     v_Position = Model * vec4(a_Pos);
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|                                     gl_Position = ViewProj * v_Position;
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|                                 }
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|                             "#),
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|                     )
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|                     .with_fragment_shader(
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|                         Shader::from_glsl(
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|                             ShaderStage::Fragment, r#"
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|                                 #version 450
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|                                 layout(location = 0) in vec4 v_Position;
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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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|                         "#)
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|                     )
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|                     .with_depth_stencil_state(wgpu::DepthStencilStateDescriptor {
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|                         format: wgpu::TextureFormat::Depth32Float,
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|                         depth_write_enabled: true,
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|                         depth_compare: wgpu::CompareFunction::Less,
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|                         stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
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|                         stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
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|                         stencil_read_mask: 0,
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|                         stencil_write_mask: 0,
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|                     })
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|                     .add_color_state(wgpu::ColorStateDescriptor {
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|                         format: wgpu::TextureFormat::Bgra8UnormSrgb,
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|                         color_blend: wgpu::BlendDescriptor::REPLACE,
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|                         alpha_blend: wgpu::BlendDescriptor::REPLACE,
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|                         write_mask: wgpu::ColorWrite::ALL,
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|                     })
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|                     .add_vertex_buffer_descriptor(Vertex::get_vertex_buffer_descriptor())
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|                     .add_draw_target(resource_name::draw_target::ASSIGNED_MESHES)
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|                     .build(),
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|                 )
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|         })
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|         .run();
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| }
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| 
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| fn setup(world: &mut World) {
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|     let cube_handle = {
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|         let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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|         mesh_storage.add(Mesh::load(MeshType::Cube))
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|     };
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| 
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|     world
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|         .build()
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|         // red cube
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|         .add_archetype(MeshEntity {
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|             mesh: cube_handle,
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|             ..Default::default()
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|         })
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|         // camera
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|         .add_archetype(CameraEntity {
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|             camera: Camera::new(CameraType::Projection {
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|                 fov: std::f32::consts::PI / 4.0,
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|                 near: 1.0,
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|                 far: 1000.0,
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|                 aspect_ratio: 1.0,
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|             }),
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|             active_camera: ActiveCamera,
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|             local_to_world: LocalToWorld(Mat4::look_at_rh(
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|                 Vec3::new(3.0, 8.0, 5.0),
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|                 Vec3::new(0.0, 0.0, 0.0),
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|                 Vec3::new(0.0, 0.0, 1.0),
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|             )),
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|         })
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|         .build();
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| }
 | 
