 b6a647cc01
			
		
	
	
		b6a647cc01
		
	
	
	
	
		
			
			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.
		
	
			
		
			
				
	
	
		
			151 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			151 lines
		
	
	
		
			5.1 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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|         mesh::{MeshVertexAttribute, MeshVertexBufferLayout},
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|         render_asset::{PrepareAssetError, RenderAsset},
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|         render_resource::{
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|             std140::{AsStd140, Std140},
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|             BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
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|             BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingType, Buffer,
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|             BufferBindingType, BufferInitDescriptor, BufferSize, BufferUsages,
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|             RenderPipelineDescriptor, ShaderStages, SpecializedMeshPipelineError, VertexFormat,
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|         },
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|         renderer::RenderDevice,
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|     },
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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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|         .run();
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| }
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| 
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| // A "high" random id should be used for custom attributes to ensure consistent sorting and avoid collisions with other attributes.
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| // See the MeshVertexAttribute docs for more info.
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| const ATTRIBUTE_BLEND_COLOR: MeshVertexAttribute =
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|     MeshVertexAttribute::new("BlendColor", 988540917, VertexFormat::Float32x4);
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| 
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| /// set up a simple 3D scene
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| fn setup(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<CustomMaterial>>,
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| ) {
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|     let mut mesh = Mesh::from(shape::Cube { size: 1.0 });
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|     mesh.insert_attribute(
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|         ATTRIBUTE_BLEND_COLOR,
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|         // The cube mesh has 24 vertices (6 faces, 4 vertices per face), so we insert one BlendColor for each
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|         vec![[1.0, 0.0, 0.0, 1.0]; 24],
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|     );
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| 
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|     // cube
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|     commands.spawn().insert_bundle(MaterialMeshBundle {
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|         mesh: meshes.add(mesh),
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|         transform: Transform::from_xyz(0.0, 0.5, 0.0),
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|         material: materials.add(CustomMaterial {
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|             color: Color::WHITE,
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|         }),
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|         ..default()
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|     });
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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(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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| 
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| // This is the struct that will be passed to your shader
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| #[derive(Debug, Clone, TypeUuid)]
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| #[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
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| pub struct CustomMaterial {
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|     color: Color,
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| }
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| 
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| #[derive(Clone)]
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| pub struct GpuCustomMaterial {
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|     _buffer: Buffer,
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|     bind_group: BindGroup,
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| }
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| 
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| // The implementation of [`Material`] needs this impl to work properly.
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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 = (SRes<RenderDevice>, SRes<MaterialPipeline<Self>>);
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|     fn extract_asset(&self) -> Self::ExtractedAsset {
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|         self.clone()
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|     }
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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, material_pipeline): &mut SystemParamItem<Self::Param>,
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|     ) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
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|         let color = Vec4::from_slice(&extracted_asset.color.as_linear_rgba_f32());
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|         let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
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|             contents: color.as_std140().as_bytes(),
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|             label: None,
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|             usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
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|         });
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|         let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
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|             entries: &[BindGroupEntry {
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|                 binding: 0,
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|                 resource: buffer.as_entire_binding(),
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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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| 
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|         Ok(GpuCustomMaterial {
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|             _buffer: buffer,
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|             bind_group,
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|         })
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|     }
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| }
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| 
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| impl Material for CustomMaterial {
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|     fn vertex_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
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|         Some(asset_server.load("shaders/custom_vertex_attribute.wgsl"))
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|     }
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|     fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
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|         Some(asset_server.load("shaders/custom_vertex_attribute.wgsl"))
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|     }
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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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| 
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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: &[BindGroupLayoutEntry {
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|                 binding: 0,
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|                 visibility: ShaderStages::FRAGMENT,
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|                 ty: BindingType::Buffer {
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|                     ty: BufferBindingType::Uniform,
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|                     has_dynamic_offset: false,
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|                     min_binding_size: BufferSize::new(Vec4::std140_size_static() as u64),
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|                 },
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|                 count: None,
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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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|     fn specialize(
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|         descriptor: &mut RenderPipelineDescriptor,
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|         layout: &MeshVertexBufferLayout,
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|     ) -> Result<(), SpecializedMeshPipelineError> {
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|         let vertex_layout = layout.get_layout(&[
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|             Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
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|             ATTRIBUTE_BLEND_COLOR.at_shader_location(1),
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|         ])?;
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|         descriptor.vertex.buffers = vec![vertex_layout];
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|         Ok(())
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|     }
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| }
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