66 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A shader and a material that uses it.
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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_systems(Startup, setup)
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        .run();
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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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    asset_server: Res<AssetServer>,
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) {
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    // cube
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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: materials.add(CustomMaterial {
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            color: Color::BLUE,
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            color_texture: Some(asset_server.load("branding/icon.png")),
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            alpha_mode: AlphaMode::Blend,
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        }),
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        ..default()
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    });
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    // camera
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    commands.spawn(Camera3dBundle {
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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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/// The Material trait is very configurable, but comes with sensible defaults for all methods.
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/// You only need to implement functions for features that need non-default behavior. See the Material api docs for details!
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impl Material for CustomMaterial {
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    fn fragment_shader() -> ShaderRef {
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        "shaders/custom_material.wgsl".into()
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    }
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    fn alpha_mode(&self) -> AlphaMode {
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        self.alpha_mode
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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(AsBindGroup, TypeUuid, Debug, Clone)]
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#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
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pub struct CustomMaterial {
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    #[uniform(0)]
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    color: Color,
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    #[texture(1)]
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    #[sampler(2)]
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    color_texture: Option<Handle<Image>>,
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    alpha_mode: AlphaMode,
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}
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