 d458406540
			
		
	
	
		d458406540
		
			
		
	
	
	
	
		
			
			* Add rectangular cuboid shape Co-authored-by: Jason Lessard <jason.lessard@usherbrooke.ca> Co-authored-by: Jason Lessard <jason.lessard@usherbrooke.ca> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			146 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			146 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
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|     prelude::*,
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|     render::{
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|         mesh::{shape, VertexAttributeValues},
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|         pipeline::{PipelineDescriptor, RenderPipeline},
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|         render_graph::{base, AssetRenderResourcesNode, RenderGraph},
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|         renderer::RenderResources,
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|         shader::{ShaderStage, ShaderStages},
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|     },
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|     type_registry::TypeUuid,
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| };
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| 
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| /// This example illustrates how to add a custom attribute to a mesh and use it in a custom shader.
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| fn main() {
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|     App::build()
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|         .add_plugins(DefaultPlugins)
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|         .add_asset::<MyMaterialWithVertexColorSupport>()
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|         .add_startup_system(setup)
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|         .run();
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| }
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| 
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| #[derive(RenderResources, Default, TypeUuid)]
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| #[uuid = "0320b9b8-b3a3-4baa-8bfa-c94008177b17"]
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| struct MyMaterialWithVertexColorSupport {}
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| 
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| const VERTEX_SHADER: &str = r#"
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| #version 450
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| layout(location = 0) in vec3 Vertex_Position;
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| layout(location = 1) in vec3 Vertex_Color;
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| layout(location = 0) out vec3 v_color;
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| 
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| layout(set = 0, binding = 0) uniform Camera {
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|     mat4 ViewProj;
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| };
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| layout(set = 1, binding = 0) uniform Transform {
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|     mat4 Model;
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| };
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| void main() {
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|     gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
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|     v_color = Vertex_Color;
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| }
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| "#;
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| 
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| const FRAGMENT_SHADER: &str = r#"
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| #version 450
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| layout(location = 0) out vec4 o_Target;
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| layout(location = 0) in vec3 v_color;
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| 
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| void main() {
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|     o_Target = vec4(v_color, 1.0);
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| }
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| "#;
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| 
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| fn setup(
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|     commands: &mut Commands,
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|     mut pipelines: ResMut<Assets<PipelineDescriptor>>,
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|     mut shaders: ResMut<Assets<Shader>>,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<MyMaterialWithVertexColorSupport>>,
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|     mut render_graph: ResMut<RenderGraph>,
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| ) {
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|     // Create a new shader pipeline
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|     let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
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|         vertex: shaders.add(Shader::from_glsl(ShaderStage::Vertex, VERTEX_SHADER)),
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|         fragment: Some(shaders.add(Shader::from_glsl(ShaderStage::Fragment, FRAGMENT_SHADER))),
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|     }));
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| 
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|     // Add an AssetRenderResourcesNode to our Render Graph. This will bind MyMaterialWithVertexColorSupport resources to our shader
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|     render_graph.add_system_node(
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|         "my_material_with_vertex_color_support",
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|         AssetRenderResourcesNode::<MyMaterialWithVertexColorSupport>::new(true),
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|     );
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| 
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|     // 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
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|     render_graph
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|         .add_node_edge(
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|             "my_material_with_vertex_color_support",
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|             base::node::MAIN_PASS,
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|         )
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|         .unwrap();
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| 
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|     // Create a new material
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|     let material = materials.add(MyMaterialWithVertexColorSupport {});
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| 
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|     // create a generic cube
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|     let mut cube_with_vertex_colors = Mesh::from(shape::Cube { size: 2.0 });
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| 
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|     // insert our custom color attribute with some nice colors!
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|     cube_with_vertex_colors.set_attribute(
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|         // name of the attribute
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|         "Vertex_Color",
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|         // the vertex attributes, represented by `VertexAttributeValues`
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|         // NOTE: the attribute count has to be consistent across all attributes, otherwise bevy will panic.
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|         VertexAttributeValues::from(vec![
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|             // top
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|             [0.79, 0.73, 0.07],
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|             [0.74, 0.14, 0.29],
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|             [0.08, 0.55, 0.74],
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|             [0.20, 0.27, 0.29],
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|             // bottom
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|             [0.79, 0.73, 0.07],
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|             [0.74, 0.14, 0.29],
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|             [0.08, 0.55, 0.74],
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|             [0.20, 0.27, 0.29],
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|             // right
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|             [0.79, 0.73, 0.07],
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|             [0.74, 0.14, 0.29],
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|             [0.08, 0.55, 0.74],
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|             [0.20, 0.27, 0.29],
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|             // left
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|             [0.79, 0.73, 0.07],
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|             [0.74, 0.14, 0.29],
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|             [0.08, 0.55, 0.74],
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|             [0.20, 0.27, 0.29],
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|             // front
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|             [0.79, 0.73, 0.07],
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|             [0.74, 0.14, 0.29],
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|             [0.08, 0.55, 0.74],
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|             [0.20, 0.27, 0.29],
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|             // back
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|             [0.79, 0.73, 0.07],
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|             [0.74, 0.14, 0.29],
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|             [0.08, 0.55, 0.74],
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|             [0.20, 0.27, 0.29],
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|         ]),
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|     );
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|     // Setup our world
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|     commands
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|         // cube
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|         .spawn(MeshBundle {
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|             mesh: meshes.add(cube_with_vertex_colors), // use our cube with vertex colors
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|             render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
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|                 pipeline_handle,
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|             )]),
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|             transform: Transform::from_translation(Vec3::new(0.0, 0.0, 0.0)),
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|             ..Default::default()
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|         })
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|         .with(material)
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|         // camera
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|         .spawn(Camera3dBundle {
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|             transform: Transform::from_translation(Vec3::new(3.0, 5.0, -8.0))
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|                 .looking_at(Vec3::default(), Vec3::unit_y()),
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|             ..Default::default()
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|         });
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| }
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