
# Objective NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267. "Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365). ## Solution This adds "base sets" as a variant of `SystemSet`: A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive: ```rust #[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)] #[system_set(base)] enum MyBaseSet { A, B, } ``` **Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. **Base sets cannot belong to other sets**: this is where the word "base" comes from Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set. ```rust app.add_system(foo.in_base_set(MyBaseSet::A)) // X must be a normal set ... base sets cannot be added to base sets .configure_set(X.in_base_set(MyBaseSet::A)) ``` Base sets can still be configured like normal sets: ```rust app.add_system(MyBaseSet::B.after(MyBaseSet::Ap)) ``` The primary use case for base sets is enabling a "default base set": ```rust schedule.set_default_base_set(CoreSet::Update) // this will belong to CoreSet::Update by default .add_system(foo) // this will override the default base set with PostUpdate .add_system(bar.in_base_set(CoreSet::PostUpdate)) ``` This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides. --- ## Changelog - Added "base sets" and ported CoreSet to use them. ## Migration Guide TODO
82 lines
2.3 KiB
Rust
82 lines
2.3 KiB
Rust
//! A shader that samples a texture with view-independent UV coordinates.
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use bevy::{
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prelude::*,
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reflect::TypeUuid,
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render::render_resource::{AsBindGroup, ShaderRef},
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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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.add_system(rotate_camera)
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.run();
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}
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#[derive(Component)]
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struct MainCamera;
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut custom_materials: ResMut<Assets<CustomMaterial>>,
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mut standard_materials: ResMut<Assets<StandardMaterial>>,
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) {
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
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material: standard_materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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..default()
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});
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commands.spawn(PointLightBundle {
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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commands.spawn(MaterialMeshBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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material: custom_materials.add(CustomMaterial {
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texture: asset_server.load(
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"models/FlightHelmet/FlightHelmet_Materials_LensesMat_OcclusionRoughMetal.png",
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),
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}),
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..default()
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});
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// camera
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(4.0, 2.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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MainCamera,
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));
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}
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fn rotate_camera(mut camera: Query<&mut Transform, With<MainCamera>>, time: Res<Time>) {
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let cam_transform = camera.single_mut().into_inner();
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cam_transform.rotate_around(
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Vec3::ZERO,
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Quat::from_axis_angle(Vec3::Y, 45f32.to_radians() * time.delta_seconds()),
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);
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cam_transform.look_at(Vec3::ZERO, Vec3::Y);
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}
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#[derive(AsBindGroup, Debug, Clone, TypeUuid)]
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#[uuid = "b62bb455-a72c-4b56-87bb-81e0554e234f"]
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pub struct CustomMaterial {
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#[texture(0)]
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#[sampler(1)]
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texture: Handle<Image>,
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}
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impl Material for CustomMaterial {
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fn fragment_shader() -> ShaderRef {
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"shaders/custom_material_screenspace_texture.wgsl".into()
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}
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}
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