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use bevy::{ | ||
prelude::*, | ||
reflect::TypeUuid, | ||
render::{ | ||
mesh::shape, | ||
pipeline::{PipelineDescriptor, RenderPipeline}, | ||
render_graph::{base, RenderGraph, RenderResourcesNode}, | ||
renderer::RenderResources, | ||
shader::{ShaderStage, ShaderStages}, | ||
}, | ||
}; | ||
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/// This example shows how to animate a shader, by passing the global `time.seconds_since_startup()` | ||
/// via a 'TimeComponent` to the shader | ||
pub fn main() { | ||
App::build() | ||
.add_plugins(DefaultPlugins) | ||
.add_startup_system(setup.system()) | ||
.add_system(animate_shader.system()) | ||
.run(); | ||
} | ||
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#[derive(RenderResources, Default, TypeUuid)] | ||
#[uuid = "463e4b8a-d555-4fc2-ba9f-4c880063ba92"] | ||
struct TimeComponent { | ||
value: f32, | ||
} | ||
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const VERTEX_SHADER: &str = r#" | ||
#version 450 | ||
layout(location = 0) in vec3 Vertex_Position; | ||
layout(location = 1) in vec2 Vertex_Uv; | ||
layout(location = 0) out vec2 v_Uv; | ||
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); | ||
v_Uv = Vertex_Uv; | ||
} | ||
"#; | ||
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const FRAGMENT_SHADER: &str = r#" | ||
#version 450 | ||
layout(location = 0) in vec2 v_Uv; | ||
layout(location = 0) out vec4 o_Target; | ||
layout(set = 2, binding = 0) uniform TimeComponent_value { | ||
float u_time; | ||
}; | ||
void main() { | ||
float speed = 0.7; | ||
float translation = sin(u_time * speed); | ||
float percentage = 0.6; | ||
float threshold = v_Uv.x + translation * percentage; | ||
vec3 red = vec3(1., 0., 0.); | ||
vec3 blue = vec3(0., 0., 1.); | ||
vec3 mixed = mix(red, blue, threshold); | ||
o_Target = vec4(mixed, 1.0); | ||
} | ||
"#; | ||
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fn setup( | ||
mut commands: Commands, | ||
mut pipelines: ResMut<Assets<PipelineDescriptor>>, | ||
mut shaders: ResMut<Assets<Shader>>, | ||
mut meshes: ResMut<Assets<Mesh>>, | ||
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))), | ||
})); | ||
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// Add a `RenderResourcesNode` to our `RenderGraph`. This will bind `TimeComponent` to our shader | ||
render_graph.add_system_node( | ||
"time_component", | ||
RenderResourcesNode::<TimeComponent>::new(true), | ||
); | ||
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// Add a `RenderGraph` edge connecting our new "time_component" node to the main pass node. This | ||
// ensures that "time_component" runs before the main pass | ||
render_graph | ||
.add_node_edge("time_component", base::node::MAIN_PASS) | ||
.unwrap(); | ||
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// Spawn a quad and insert the `TimeComponent` | ||
commands | ||
.spawn_bundle(MeshBundle { | ||
mesh: meshes.add(Mesh::from(shape::Quad { | ||
size: Vec2::new(5.0, 5.0), | ||
flip: true, | ||
})), | ||
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new( | ||
pipeline_handle, | ||
)]), | ||
transform: Transform::from_xyz(0.0, 0.0, 0.0), | ||
..Default::default() | ||
}) | ||
.insert(TimeComponent { value: 0.0 }); | ||
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// Spawn a camera | ||
commands.spawn_bundle(PerspectiveCameraBundle { | ||
transform: Transform::from_xyz(0.0, 0.0, -8.0).looking_at(Vec3::ZERO, -Vec3::Y), | ||
..Default::default() | ||
}); | ||
} | ||
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/// In this system we query for the `TimeComponent` and global `Time` resource, and set `time.seconds_since_startup()` | ||
/// as the `value` of the `TimeComponent`. This value will be accessed by the fragment shader and used | ||
/// to animate the shader. | ||
fn animate_shader(time: Res<Time>, mut query: Query<&mut TimeComponent>) { | ||
for mut time_component in query.iter_mut() { | ||
time_component.value = time.seconds_since_startup() as f32; | ||
} | ||
} |