91 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			91 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A shader that uses the GLSL shading language.
 | 
						|
 | 
						|
use bevy::{
 | 
						|
    pbr::{MaterialPipeline, MaterialPipelineKey},
 | 
						|
    prelude::*,
 | 
						|
    reflect::TypeUuid,
 | 
						|
    render::{
 | 
						|
        mesh::MeshVertexBufferLayout,
 | 
						|
        render_resource::{
 | 
						|
            AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError,
 | 
						|
        },
 | 
						|
    },
 | 
						|
};
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins(DefaultPlugins)
 | 
						|
        .add_plugin(MaterialPlugin::<CustomMaterial>::default())
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
/// set up a simple 3D scene
 | 
						|
fn setup(
 | 
						|
    mut commands: Commands,
 | 
						|
    mut meshes: ResMut<Assets<Mesh>>,
 | 
						|
    mut materials: ResMut<Assets<CustomMaterial>>,
 | 
						|
    asset_server: Res<AssetServer>,
 | 
						|
) {
 | 
						|
    // cube
 | 
						|
    commands.spawn(MaterialMeshBundle {
 | 
						|
        mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
 | 
						|
        transform: Transform::from_xyz(0.0, 0.5, 0.0),
 | 
						|
        material: materials.add(CustomMaterial {
 | 
						|
            color: Color::BLUE,
 | 
						|
            color_texture: Some(asset_server.load("branding/icon.png")),
 | 
						|
            alpha_mode: AlphaMode::Blend,
 | 
						|
        }),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
 | 
						|
    // camera
 | 
						|
    commands.spawn(Camera3dBundle {
 | 
						|
        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
}
 | 
						|
 | 
						|
// This is the struct that will be passed to your shader
 | 
						|
#[derive(AsBindGroup, Clone, TypeUuid)]
 | 
						|
#[uuid = "4ee9c363-1124-4113-890e-199d81b00281"]
 | 
						|
pub struct CustomMaterial {
 | 
						|
    #[uniform(0)]
 | 
						|
    color: Color,
 | 
						|
    #[texture(1)]
 | 
						|
    #[sampler(2)]
 | 
						|
    color_texture: Option<Handle<Image>>,
 | 
						|
    alpha_mode: AlphaMode,
 | 
						|
}
 | 
						|
 | 
						|
/// The Material trait is very configurable, but comes with sensible defaults for all methods.
 | 
						|
/// You only need to implement functions for features that need non-default behavior. See the Material api docs for details!
 | 
						|
/// When using the GLSL shading language for your shader, the specialize method must be overridden.
 | 
						|
impl Material for CustomMaterial {
 | 
						|
    fn vertex_shader() -> ShaderRef {
 | 
						|
        "shaders/custom_material.vert".into()
 | 
						|
    }
 | 
						|
 | 
						|
    fn fragment_shader() -> ShaderRef {
 | 
						|
        "shaders/custom_material.frag".into()
 | 
						|
    }
 | 
						|
 | 
						|
    fn alpha_mode(&self) -> AlphaMode {
 | 
						|
        self.alpha_mode
 | 
						|
    }
 | 
						|
 | 
						|
    // Bevy assumes by default that vertex shaders use the "vertex" entry point
 | 
						|
    // and fragment shaders use the "fragment" entry point (for WGSL shaders).
 | 
						|
    // GLSL uses "main" as the entry point, so we must override the defaults here
 | 
						|
    fn specialize(
 | 
						|
        _pipeline: &MaterialPipeline<Self>,
 | 
						|
        descriptor: &mut RenderPipelineDescriptor,
 | 
						|
        _layout: &MeshVertexBufferLayout,
 | 
						|
        _key: MaterialPipelineKey<Self>,
 | 
						|
    ) -> Result<(), SpecializedMeshPipelineError> {
 | 
						|
        descriptor.vertex.entry_point = "main".into();
 | 
						|
        descriptor.fragment.as_mut().unwrap().entry_point = "main".into();
 | 
						|
        Ok(())
 | 
						|
    }
 | 
						|
}
 |