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@IceSentry
Created June 13, 2022 15:35
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ShaderType wrapped f32
struct WrappedF32 {
[[size(16)]]
value: f32;
};
struct CustomMaterial {
data: array<WrappedF32, 4>;
};
[[group(1), binding(0)]]
var<uniform> material: CustomMaterial;
[[stage(fragment)]]
fn fragment() -> [[location(0)]] vec4<f32> {
return vec4<f32>(
material.data[0].value,
material.data[1].value,
material.data[2].value,
material.data[3].value
);
}
use bevy::{
ecs::system::{lifetimeless::SRes, SystemParamItem},
pbr::MaterialPipeline,
prelude::*,
reflect::TypeUuid,
render::{
render_asset::{PrepareAssetError, RenderAsset},
render_resource::{
encase, BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingType, Buffer,
BufferBindingType, BufferInitDescriptor, BufferUsages, ShaderStages, ShaderType,
},
renderer::RenderDevice,
},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(MaterialPlugin::<CustomMaterial>::default())
.add_startup_system(setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
) {
commands.spawn().insert_bundle(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 {
data: [
// RGBA color
// red works, green or blue gives a black color
WrappedF32 { value: 1.0 },
WrappedF32 { value: 0.0 },
WrappedF32 { value: 0.0 },
WrappedF32 { value: 1.0 },
],
}),
..default()
});
commands.spawn_bundle(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
#[derive(Debug, Clone, ShaderType)]
struct WrappedF32 {
#[size(16)]
value: f32,
}
#[derive(Debug, Clone, TypeUuid, ShaderType)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
data: [WrappedF32; 4],
}
#[derive(Clone)]
pub struct GpuCustomMaterial {
_buffer: Buffer,
bind_group: BindGroup,
}
impl RenderAsset for CustomMaterial {
type ExtractedAsset = CustomMaterial;
type PreparedAsset = GpuCustomMaterial;
type Param = (SRes<RenderDevice>, SRes<MaterialPipeline<Self>>);
fn extract_asset(&self) -> Self::ExtractedAsset {
self.clone()
}
fn prepare_asset(
extracted_asset: Self::ExtractedAsset,
(render_device, material_pipeline): &mut SystemParamItem<Self::Param>,
) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
let mut buffer = encase::UniformBuffer::new(Vec::new());
buffer.write(&extracted_asset).unwrap();
info!("{:?}", extracted_asset);
let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
contents: buffer.as_ref(),
label: None,
usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
});
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
entries: &[BindGroupEntry {
binding: 0,
resource: buffer.as_entire_binding(),
}],
label: None,
layout: &material_pipeline.material_layout,
});
Ok(GpuCustomMaterial {
_buffer: buffer,
bind_group,
})
}
}
impl Material for CustomMaterial {
fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
Some(asset_server.load("custom_material.wgsl"))
}
fn bind_group(render_asset: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup {
&render_asset.bind_group
}
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: None,
})
}
}
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