bevy/examples/shader/extended_material.rs
Alice Cecile de004da8d5
Rename bevy_render::Color to LegacyColor (#12069)
# Objective

The migration process for `bevy_color` (#12013) will be fairly involved:
there will be hundreds of affected files, and a large number of APIs.

## Solution

To allow us to proceed granularly, we're going to keep both
`bevy_color::Color` (new) and `bevy_render::Color` (old) around until
the migration is complete.

However, simply doing this directly is confusing! They're both called
`Color`, making it very hard to tell when a portion of the code has been
ported.

As discussed in #12056, by renaming the old `Color` type, we can make it
easier to gradually migrate over, one API at a time.

## Migration Guide

THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK.

This change should not be shipped to end users: delete this section in
the final migration guide!

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-24 21:35:32 +00:00

88 lines
2.9 KiB
Rust

//! Demonstrates using a custom extension to the `StandardMaterial` to modify the results of the builtin pbr shader.
use bevy::{
pbr::{ExtendedMaterial, MaterialExtension, OpaqueRendererMethod},
prelude::*,
render::render_resource::*,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(MaterialPlugin::<
ExtendedMaterial<StandardMaterial, MyExtension>,
>::default())
.add_systems(Startup, setup)
.add_systems(Update, rotate_things)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, MyExtension>>>,
) {
// sphere
commands.spawn(MaterialMeshBundle {
mesh: meshes.add(Sphere::new(1.0)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
material: materials.add(ExtendedMaterial {
base: StandardMaterial {
base_color: LegacyColor::RED,
// can be used in forward or deferred mode.
opaque_render_method: OpaqueRendererMethod::Auto,
// in deferred mode, only the PbrInput can be modified (uvs, color and other material properties),
// in forward mode, the output can also be modified after lighting is applied.
// see the fragment shader `extended_material.wgsl` for more info.
// Note: to run in deferred mode, you must also add a `DeferredPrepass` component to the camera and either
// change the above to `OpaqueRendererMethod::Deferred` or add the `DefaultOpaqueRendererMethod` resource.
..Default::default()
},
extension: MyExtension { quantize_steps: 3 },
}),
..default()
});
// light
commands.spawn((
DirectionalLightBundle {
transform: Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
Rotate,
));
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
#[derive(Component)]
struct Rotate;
fn rotate_things(mut q: Query<&mut Transform, With<Rotate>>, time: Res<Time>) {
for mut t in &mut q {
t.rotate_y(time.delta_seconds());
}
}
#[derive(Asset, AsBindGroup, Reflect, Debug, Clone)]
struct MyExtension {
// We need to ensure that the bindings of the base material and the extension do not conflict,
// so we start from binding slot 100, leaving slots 0-99 for the base material.
#[uniform(100)]
quantize_steps: u32,
}
impl MaterialExtension for MyExtension {
fn fragment_shader() -> ShaderRef {
"shaders/extended_material.wgsl".into()
}
fn deferred_fragment_shader() -> ShaderRef {
"shaders/extended_material.wgsl".into()
}
}