forked from bevyengine/bevy
-
Notifications
You must be signed in to change notification settings - Fork 0
/
animate_shader.rs
268 lines (236 loc) · 8.39 KB
/
animate_shader.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
//! A shader that uses dynamic data like the time since startup.
//!
//! This example uses a specialized pipeline.
use bevy::{
core_pipeline::core_3d::Transparent3d,
ecs::system::{
lifetimeless::{Read, SRes},
SystemParamItem,
},
pbr::{
DrawMesh, MeshPipeline, MeshPipelineKey, MeshUniform, SetMeshBindGroup,
SetMeshViewBindGroup,
},
prelude::*,
render::{
extract_component::{ExtractComponent, ExtractComponentPlugin},
extract_resource::{ExtractResource, ExtractResourcePlugin},
mesh::MeshVertexBufferLayout,
render_asset::RenderAssets,
render_phase::{
AddRenderCommand, DrawFunctions, EntityRenderCommand, RenderCommandResult, RenderPhase,
SetItemPipeline, TrackedRenderPass,
},
render_resource::*,
renderer::{RenderDevice, RenderQueue},
view::{ComputedVisibility, ExtractedView, Msaa, Visibility},
RenderApp, RenderStage,
},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(CustomMaterialPlugin)
.add_startup_system(setup)
.run();
}
fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
// cube
commands.spawn().insert_bundle((
meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
Transform::from_xyz(0.0, 0.5, 0.0),
GlobalTransform::default(),
CustomMaterial,
Visibility::default(),
ComputedVisibility::default(),
));
// camera
commands.spawn_bundle(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
#[derive(Component)]
struct CustomMaterial;
pub struct CustomMaterialPlugin;
impl Plugin for CustomMaterialPlugin {
fn build(&self, app: &mut App) {
let render_device = app.world.resource::<RenderDevice>();
let buffer = render_device.create_buffer(&BufferDescriptor {
label: Some("time uniform buffer"),
size: std::mem::size_of::<f32>() as u64,
usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
mapped_at_creation: false,
});
app.add_plugin(ExtractComponentPlugin::<CustomMaterial>::default())
.add_plugin(ExtractResourcePlugin::<ExtractedTime>::default());
app.sub_app_mut(RenderApp)
.add_render_command::<Transparent3d, DrawCustom>()
.insert_resource(TimeMeta {
buffer,
bind_group: None,
})
.init_resource::<CustomPipeline>()
.init_resource::<SpecializedMeshPipelines<CustomPipeline>>()
.add_system_to_stage(RenderStage::Prepare, prepare_time)
.add_system_to_stage(RenderStage::Queue, queue_custom)
.add_system_to_stage(RenderStage::Queue, queue_time_bind_group);
}
}
impl ExtractComponent for CustomMaterial {
type Query = Read<CustomMaterial>;
type Filter = ();
fn extract_component(_: bevy::ecs::query::QueryItem<Self::Query>) -> Self {
CustomMaterial
}
}
// add each entity with a mesh and a `CustomMaterial` to every view's `Transparent3d` render phase using the `CustomPipeline`
#[allow(clippy::too_many_arguments)]
fn queue_custom(
transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
custom_pipeline: Res<CustomPipeline>,
msaa: Res<Msaa>,
mut pipelines: ResMut<SpecializedMeshPipelines<CustomPipeline>>,
mut pipeline_cache: ResMut<PipelineCache>,
render_meshes: Res<RenderAssets<Mesh>>,
material_meshes: Query<(Entity, &MeshUniform, &Handle<Mesh>), With<CustomMaterial>>,
mut views: Query<(&ExtractedView, &mut RenderPhase<Transparent3d>)>,
) {
let draw_custom = transparent_3d_draw_functions
.read()
.get_id::<DrawCustom>()
.unwrap();
let key = MeshPipelineKey::from_msaa_samples(msaa.samples)
| MeshPipelineKey::from_primitive_topology(PrimitiveTopology::TriangleList);
for (view, mut transparent_phase) in &mut views {
let rangefinder = view.rangefinder3d();
for (entity, mesh_uniform, mesh_handle) in &material_meshes {
if let Some(mesh) = render_meshes.get(mesh_handle) {
let pipeline = pipelines
.specialize(&mut pipeline_cache, &custom_pipeline, key, &mesh.layout)
.unwrap();
transparent_phase.add(Transparent3d {
entity,
pipeline,
draw_function: draw_custom,
distance: rangefinder.distance(&mesh_uniform.transform),
});
}
}
}
}
#[derive(Default)]
struct ExtractedTime {
seconds_since_startup: f32,
}
impl ExtractResource for ExtractedTime {
type Source = Time;
fn extract_resource(time: &Self::Source) -> Self {
ExtractedTime {
seconds_since_startup: time.seconds_since_startup() as f32,
}
}
}
struct TimeMeta {
buffer: Buffer,
bind_group: Option<BindGroup>,
}
// write the extracted time into the corresponding uniform buffer
fn prepare_time(
time: Res<ExtractedTime>,
time_meta: ResMut<TimeMeta>,
render_queue: Res<RenderQueue>,
) {
render_queue.write_buffer(
&time_meta.buffer,
0,
bevy::core::cast_slice(&[time.seconds_since_startup]),
);
}
// create a bind group for the time uniform buffer
fn queue_time_bind_group(
render_device: Res<RenderDevice>,
mut time_meta: ResMut<TimeMeta>,
pipeline: Res<CustomPipeline>,
) {
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
label: None,
layout: &pipeline.time_bind_group_layout,
entries: &[BindGroupEntry {
binding: 0,
resource: time_meta.buffer.as_entire_binding(),
}],
});
time_meta.bind_group = Some(bind_group);
}
pub struct CustomPipeline {
shader: Handle<Shader>,
mesh_pipeline: MeshPipeline,
time_bind_group_layout: BindGroupLayout,
}
impl FromWorld for CustomPipeline {
fn from_world(world: &mut World) -> Self {
let asset_server = world.resource::<AssetServer>();
let shader = asset_server.load("shaders/animate_shader.wgsl");
let render_device = world.resource::<RenderDevice>();
let time_bind_group_layout =
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
label: Some("time bind group"),
entries: &[BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: BufferSize::new(std::mem::size_of::<f32>() as u64),
},
count: None,
}],
});
let mesh_pipeline = world.resource::<MeshPipeline>();
CustomPipeline {
shader,
mesh_pipeline: mesh_pipeline.clone(),
time_bind_group_layout,
}
}
}
impl SpecializedMeshPipeline for CustomPipeline {
type Key = MeshPipelineKey;
fn specialize(
&self,
key: Self::Key,
layout: &MeshVertexBufferLayout,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
let mut descriptor = self.mesh_pipeline.specialize(key, layout)?;
descriptor.vertex.shader = self.shader.clone();
descriptor.fragment.as_mut().unwrap().shader = self.shader.clone();
descriptor.layout = Some(vec![
self.mesh_pipeline.view_layout.clone(),
self.mesh_pipeline.mesh_layout.clone(),
self.time_bind_group_layout.clone(),
]);
Ok(descriptor)
}
}
type DrawCustom = (
SetItemPipeline,
SetMeshViewBindGroup<0>,
SetMeshBindGroup<1>,
SetTimeBindGroup<2>,
DrawMesh,
);
struct SetTimeBindGroup<const I: usize>;
impl<const I: usize> EntityRenderCommand for SetTimeBindGroup<I> {
type Param = SRes<TimeMeta>;
fn render<'w>(
_view: Entity,
_item: Entity,
time_meta: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let time_bind_group = time_meta.into_inner().bind_group.as_ref().unwrap();
pass.set_bind_group(I, time_bind_group, &[]);
RenderCommandResult::Success
}
}