123 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			123 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{prelude::*, render::shader};
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| 
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| fn main() {
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|     App::build()
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|         .add_default_plugins()
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|         .add_asset::<MyMaterial>()
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|         .add_startup_system(setup.system())
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|         .add_system_to_stage(
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|             stage::POST_UPDATE,
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|             shader::asset_shader_def_system::<MyMaterial>.system(),
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|         )
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|         .run();
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| }
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| 
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| #[derive(Uniforms, Default)]
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| struct MyMaterial {
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|     pub color: Color,
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|     #[uniform(ignore, shader_def)]
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|     pub always_red: bool,
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| }
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| 
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| fn setup(
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|     command_buffer: &mut CommandBuffer,
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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 new shader pipeline and add to main pass in Render Graph
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|     let pipeline_handle = {
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|         let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
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|             vertex: shaders.add(Shader::from_glsl(
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|                 ShaderStage::Vertex,
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|                 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 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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|                     gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
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|                 }
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|                 "#,
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|             )),
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|             fragment: Some(shaders.add(Shader::from_glsl(
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|                 ShaderStage::Fragment,
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|                 r#"
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|                 #version 450
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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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|                 # ifdef MYMATERIAL_ALWAYS_RED
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|                     o_Target = vec4(0.8, 0.0, 0.0, 1.0);
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|                 # endif
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|                 }
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|                 "#,
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|             ))),
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|         }));
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|         render_graph.add_system_node("my_material", AssetUniformNode::<MyMaterial>::new(true));
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|         let main_pass: &mut PassNode = render_graph.get_node_mut("main_pass").unwrap();
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|         main_pass.add_pipeline(
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|             pipeline_handle,
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|             vec![Box::new(draw_target::AssignedMeshesDrawTarget)],
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|         );
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|         pipeline_handle
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|     };
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| 
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|     // create materials
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|     let green_material = materials.add(MyMaterial {
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|         color: Color::rgb(0.0, 0.8, 0.0),
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|         always_red: false,
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|     });
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| 
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|     let red_material = materials.add(MyMaterial {
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|         color: Color::rgb(0.0, 0.0, 0.0),
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|         always_red: true,
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|     });
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| 
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|     let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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| 
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|     command_buffer
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|         .build()
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|         // cube
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|         .add_entity(MeshMaterialEntity::<MyMaterial> {
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|             mesh: cube_handle,
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|             renderable: Renderable {
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|                 pipelines: vec![pipeline_handle],
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|                 ..Default::default()
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|             },
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|             material: green_material,
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|             translation: Translation::new(-2.0, 0.0, 0.0),
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|             ..Default::default()
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|         })
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|         // cube
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|         .add_entity(MeshMaterialEntity::<MyMaterial> {
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|             mesh: cube_handle,
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|             renderable: Renderable {
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|                 pipelines: vec![pipeline_handle],
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|                 ..Default::default()
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|             },
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|             material: red_material,
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|             translation: Translation::new(2.0, 0.0, 0.0),
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|             ..Default::default()
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|         })
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|         // camera
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|         .add_entity(PerspectiveCameraEntity {
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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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|             ..Default::default()
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|         });
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| }
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