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August 14, 2021 10:01
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use bevy::{prelude::*, render::{mesh::Indices, pipeline::{PipelineDescriptor, PrimitiveTopology, RenderPipeline}, shader::{ShaderStage, ShaderStages}}}; | |
/// This example illustrates how to add a custom attribute to a mesh and use it in a custom shader. | |
fn main() { | |
App::new() | |
.add_plugins(DefaultPlugins) | |
.add_startup_system(setup) | |
.run(); | |
} | |
const VERTEX_SHADER: &str = r#" | |
#version 450 | |
layout(location = 0) in vec3 Vertex_Position; | |
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); | |
} | |
"#; | |
const FRAGMENT_SHADER: &str = r#" | |
#version 450 | |
layout(location = 0) out vec4 o_Target; | |
void main() { | |
o_Target = vec4(0.6, 0.4, 0.2, 1.0); | |
} | |
"#; | |
fn setup( | |
mut commands: Commands, | |
mut meshes: ResMut<Assets<Mesh>>, | |
mut pipelines: ResMut<Assets<PipelineDescriptor>>, | |
mut shaders: ResMut<Assets<Shader>>, | |
) { | |
// 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))), | |
})); | |
let v_arr = vec![ | |
[-0.5, -0.5, -0.5], | |
[0.5, -0.5, -0.5], | |
[0.5, 0.5, -0.5], | |
[-0.5, 0.5, -0.5], | |
]; | |
let v_f32 = vec![ | |
-0.5, -0.5, -0.5, | |
0.5, -0.5, -0.5, | |
0.5, 0.5, -0.5, | |
-0.5, 0.5, -0.5, | |
]; | |
let indices = vec![0, 1, 2, 2, 3, 0]; | |
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList); | |
mesh.set_indices(Some(Indices::U32(indices))); | |
mesh.set_attribute(Mesh::ATTRIBUTE_POSITION, v_f32); //Change from v_f32 to v_arr to render the plane | |
// plane | |
commands.spawn_bundle(MeshBundle { | |
mesh: meshes.add(mesh), | |
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new( | |
pipeline_handle, | |
)]), | |
..Default::default() | |
}); | |
// camera | |
commands.spawn_bundle(PerspectiveCameraBundle { | |
transform: Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y), | |
..Default::default() | |
}); | |
} |
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