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Add a new vertex attribute to the pipelined custom shader example
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parasyte committed Dec 10, 2021
1 parent d9ed5d3 commit b510eff
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Showing 2 changed files with 85 additions and 5 deletions.
36 changes: 34 additions & 2 deletions assets/shaders/custom_material.wgsl
Original file line number Diff line number Diff line change
@@ -1,11 +1,43 @@
#import bevy_pbr::mesh_view_bind_group
#import bevy_pbr::mesh_struct

struct Vertex {
[[location(0)]] position: vec3<f32>;
[[location(1)]] normal: vec3<f32>;
[[location(2)]] uv: vec2<f32>;
[[location(3)]] color: vec4<f32>;
};

struct VertexOutput {
[[builtin(position)]] clip_position: vec4<f32>;
[[location(0)]] color: vec4<f32>;
};

[[group(2), binding(0)]]
var<uniform> mesh: Mesh;

[[stage(vertex)]]
fn vertex(vertex: Vertex) -> VertexOutput {
let world_position = mesh.model * vec4<f32>(vertex.position, 1.0);

var out: VertexOutput;
out.clip_position = view.view_proj * world_position;
out.color = vertex.color;
return out;
}

[[block]]
struct CustomMaterial {
color: vec4<f32>;
};
[[group(1), binding(0)]]
var<uniform> material: CustomMaterial;

struct FragmentInput {
[[location(0)]] color: vec4<f32>;
};

[[stage(fragment)]]
fn fragment() -> [[location(0)]] vec4<f32> {
return material.color;
fn fragment(fragment: FragmentInput) -> [[location(0)]] vec4<f32> {
return (material.color + fragment.color) / 2.0;
}
54 changes: 51 additions & 3 deletions examples/shader/custom_shader_pipelined.rs
Original file line number Diff line number Diff line change
@@ -1,11 +1,12 @@
use bevy::{
core::Time,
core_pipeline::Transparent3d,
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
ecs::{
prelude::*,
system::{lifetimeless::*, SystemParamItem},
},
math::{Vec3, Vec4},
math::{Quat, Vec3, Vec4},
pbr2::{
DrawMesh, MeshPipeline, MeshPipelineFlags, MeshPipelineKey, MeshUniform, SetMeshBindGroup,
SetMeshViewBindGroup,
Expand Down Expand Up @@ -38,6 +39,7 @@ fn main() {
.add_plugin(LogDiagnosticsPlugin::default())
.add_plugin(CustomMaterialPlugin)
.add_startup_system(setup)
.add_system(rotate_mesh)
.run();
}

Expand All @@ -47,9 +49,13 @@ fn setup(
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
) {
// cube
// cube with custom vertex attributes
let mut mesh = Mesh::from(shape::Cube { size: 1.0 });
mesh.vertex_layout_mut()
.push(Mesh::ATTRIBUTE_COLOR, VertexFormat::Float32x4);
mesh.set_attribute(Mesh::ATTRIBUTE_COLOR, cube_vertex_colors());
commands.spawn().insert_bundle((
meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
meshes.add(mesh),
Transform::from_xyz(0.0, 0.5, 0.0),
GlobalTransform::default(),
Visibility::default(),
Expand All @@ -66,6 +72,48 @@ fn setup(
});
}

fn rotate_mesh(time: Res<Time>, mut query: Query<&mut Transform, With<Handle<Mesh>>>) {
let angle = std::f32::consts::TAU / 12.0;
let mut transform = query.single_mut();
transform.rotate(Quat::from_rotation_x(angle * time.delta_seconds()));
transform.rotate(Quat::from_rotation_y(angle * time.delta_seconds()));
}

fn cube_vertex_colors() -> Vec<[f32; 4]> {
vec![
// Front
[0.0, 0.5, 0.0, 1.0], // Green
[0.5, 0.0, 0.0, 1.0], // Red
[0.0, 0.5, 0.5, 1.0], // Cyan
[0.5, 0.0, 0.5, 1.0], // Magenta
// Back
[0.5, 0.5, 0.0, 1.0], // Yellow
[0.0, 0.0, 0.0, 1.0], // Black
[0.5, 0.5, 0.5, 1.0], // White
[0.0, 0.0, 0.5, 1.0], // Blue
// Right
[0.5, 0.5, 0.5, 1.0], // White
[0.0, 0.0, 0.0, 1.0], // Black
[0.0, 0.5, 0.5, 1.0], // Cyan
[0.5, 0.0, 0.0, 1.0], // Red
// Left
[0.0, 0.5, 0.0, 1.0], // Green
[0.5, 0.0, 0.5, 1.0], // Magenta
[0.5, 0.5, 0.0, 1.0], // Yellow
[0.0, 0.0, 0.5, 1.0], // Blue
// Top
[0.0, 0.0, 0.0, 1.0], // Black
[0.5, 0.5, 0.0, 1.0], // Yellow
[0.5, 0.0, 0.5, 1.0], // Magenta
[0.0, 0.5, 0.5, 1.0], // Cyan
// Bottom
[0.5, 0.0, 0.0, 1.0], // Red
[0.0, 0.5, 0.0, 1.0], // Green
[0.0, 0.0, 0.5, 1.0], // Blue
[0.5, 0.5, 0.5, 1.0], // White
]
}

#[derive(Debug, Clone, TypeUuid)]
#[uuid = "4ee9c363-1124-4113-890e-199d81b00281"]
pub struct CustomMaterial {
Expand Down

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