bevy/examples/shader/shader_defs.rs
Carter Anderson dd4a196329 Flexible camera bindings (#1689)
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
2021-03-19 20:36:40 +00:00

135 lines
4.1 KiB
Rust

use bevy::{
prelude::*,
reflect::TypeUuid,
render::{
mesh::shape,
pipeline::{PipelineDescriptor, RenderPipeline},
render_graph::{base, AssetRenderResourcesNode, RenderGraph},
renderer::RenderResources,
shader::{asset_shader_defs_system, ShaderDefs, ShaderStage, ShaderStages},
},
};
/// This example illustrates how to create a custom material asset that uses "shader defs" and a
/// shader that uses that material. In Bevy, "shader defs" are a way to selectively enable parts of
/// a shader based on values set in a component or asset.
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.add_asset::<MyMaterial>()
.add_startup_system(setup.system())
.add_system_to_stage(
CoreStage::PostUpdate,
asset_shader_defs_system::<MyMaterial>.system(),
)
.run();
}
#[derive(RenderResources, ShaderDefs, Default, TypeUuid)]
#[uuid = "620f651b-adbe-464b-b740-ba0e547282ba"]
struct MyMaterial {
pub color: Color,
#[render_resources(ignore)]
#[shader_def]
pub always_blue: bool,
}
const VERTEX_SHADER: &str = r#"
#version 450
layout(location = 0) in vec3 Vertex_Position;
layout(set = 0, binding = 0) uniform CameraViewProj {
mat4 ViewProj;
};
layout(set = 1, binding = 0) uniform Transform {
mat4 Model;
};
void main() {
gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
}
"#;
const FRAGMENT_SHADER: &str = r#"
#version 450
layout(location = 0) out vec4 o_Target;
layout(set = 2, binding = 0) uniform MyMaterial_color {
vec4 color;
};
void main() {
o_Target = color;
# ifdef MYMATERIAL_ALWAYS_BLUE
o_Target = vec4(0.0, 0.0, 0.8, 1.0);
# endif
}
"#;
fn setup(
mut commands: Commands,
mut pipelines: ResMut<Assets<PipelineDescriptor>>,
mut shaders: ResMut<Assets<Shader>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<MyMaterial>>,
mut render_graph: ResMut<RenderGraph>,
) {
// Create a new shader pipeline
let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
vertex: shaders.add(Shader::from_glsl(ShaderStage::Vertex, VERTEX_SHADER)),
fragment: Some(shaders.add(Shader::from_glsl(ShaderStage::Fragment, FRAGMENT_SHADER))),
}));
// Add an AssetRenderResourcesNode to our Render Graph. This will bind MyMaterial resources to
// our shader
render_graph.add_system_node(
"my_material",
AssetRenderResourcesNode::<MyMaterial>::new(true),
);
// Add a Render Graph edge connecting our new "my_material" node to the main pass node. This
// ensures "my_material" runs before the main pass
render_graph
.add_node_edge("my_material", base::node::MAIN_PASS)
.unwrap();
// Create a green material
let green_material = materials.add(MyMaterial {
color: Color::rgb(0.0, 0.8, 0.0),
always_blue: false,
});
// Create a blue material, which uses our "always_blue" shader def
let blue_material = materials.add(MyMaterial {
color: Color::rgb(0.0, 0.0, 0.0),
always_blue: true,
});
// Create a cube mesh which will use our materials
let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 2.0 }));
commands
// cube
.spawn(MeshBundle {
mesh: cube_handle.clone(),
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
pipeline_handle.clone(),
)]),
transform: Transform::from_xyz(-2.0, 0.0, 0.0),
..Default::default()
})
.with(green_material)
// cube
.spawn(MeshBundle {
mesh: cube_handle,
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
pipeline_handle,
)]),
transform: Transform::from_xyz(2.0, 0.0, 0.0),
..Default::default()
})
.with(blue_material)
// camera
.spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(3.0, 5.0, -8.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
});
}