-
-
Notifications
You must be signed in to change notification settings - Fork 3.6k
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
examples: add screenspace texture shader example (#4063)
Adds a new shader example showing how to sample a texture with screenspace coordinates, similar to the end [portal in minecraft](https://bugs.mojang.com/secure/attachment/163759/portal_frame_112.gif). https://user-images.githubusercontent.com/22177966/156031195-33d14ed8-733f-4d9e-b1da-0fc807c994a5.mp4 I just used the already existent `models/FlightHelmet/FlightHelmet_Materials_LensesMat_OcclusionRoughMetal.png` texture but maybe we should use a dedicated texture for the example. Suggestions welcome. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
- Loading branch information
1 parent
40b3692
commit 124adae
Showing
4 changed files
with
182 additions
and
0 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,13 @@ | ||
#import bevy_pbr::mesh_view_bind_group | ||
|
||
[[group(1), binding(0)]] | ||
var texture: texture_2d<f32>; | ||
[[group(1), binding(1)]] | ||
var texture_sampler: sampler; | ||
|
||
[[stage(fragment)]] | ||
fn fragment([[builtin(position)]] position: vec4<f32>) -> [[location(0)]] vec4<f32> { | ||
let uv = position.xy / vec2<f32>(view.width, view.height); | ||
let color = textureSample(texture, texture_sampler, uv); | ||
return color; | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,164 @@ | ||
use bevy::{ | ||
ecs::system::{lifetimeless::SRes, SystemParamItem}, | ||
pbr::MaterialPipeline, | ||
prelude::*, | ||
reflect::TypeUuid, | ||
render::{ | ||
render_asset::{PrepareAssetError, RenderAsset, RenderAssets}, | ||
render_resource::{ | ||
BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout, | ||
BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingResource, BindingType, | ||
SamplerBindingType, ShaderStages, TextureSampleType, TextureViewDimension, | ||
}, | ||
renderer::RenderDevice, | ||
}, | ||
}; | ||
|
||
fn main() { | ||
App::new() | ||
.add_plugins(DefaultPlugins) | ||
.add_plugin(MaterialPlugin::<CustomMaterial>::default()) | ||
.add_startup_system(setup) | ||
.add_system(rotate_camera) | ||
.run(); | ||
} | ||
|
||
#[derive(Component)] | ||
struct MainCamera; | ||
|
||
fn setup( | ||
mut commands: Commands, | ||
asset_server: Res<AssetServer>, | ||
mut meshes: ResMut<Assets<Mesh>>, | ||
mut custom_materials: ResMut<Assets<CustomMaterial>>, | ||
mut standard_materials: ResMut<Assets<StandardMaterial>>, | ||
) { | ||
commands.spawn_bundle(PbrBundle { | ||
mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })), | ||
material: standard_materials.add(Color::rgb(0.3, 0.5, 0.3).into()), | ||
..Default::default() | ||
}); | ||
commands.spawn_bundle(PointLightBundle { | ||
transform: Transform::from_xyz(4.0, 8.0, 4.0), | ||
..Default::default() | ||
}); | ||
commands.spawn_bundle(PerspectiveCameraBundle { | ||
transform: Transform::from_xyz(0.0, 2.5, 1.0).looking_at(Vec3::default(), Vec3::Y), | ||
..Default::default() | ||
}); | ||
|
||
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: custom_materials.add(CustomMaterial { | ||
texture: asset_server.load( | ||
"models/FlightHelmet/FlightHelmet_Materials_LensesMat_OcclusionRoughMetal.png", | ||
), | ||
}), | ||
..Default::default() | ||
}); | ||
|
||
// camera | ||
commands | ||
.spawn_bundle(PerspectiveCameraBundle { | ||
transform: Transform::from_xyz(4.0, 2.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y), | ||
..Default::default() | ||
}) | ||
.insert(MainCamera); | ||
} | ||
|
||
fn rotate_camera(mut camera: Query<&mut Transform, With<MainCamera>>, time: Res<Time>) { | ||
let cam_transform = camera.single_mut().into_inner(); | ||
|
||
cam_transform.rotate_around( | ||
Vec3::ZERO, | ||
Quat::from_axis_angle(Vec3::Y, 45f32.to_radians() * time.delta_seconds()), | ||
); | ||
cam_transform.look_at(Vec3::ZERO, Vec3::Y); | ||
} | ||
|
||
#[derive(Debug, Clone, TypeUuid)] | ||
#[uuid = "b62bb455-a72c-4b56-87bb-81e0554e234f"] | ||
pub struct CustomMaterial { | ||
texture: Handle<Image>, | ||
} | ||
|
||
#[derive(Clone)] | ||
pub struct GpuCustomMaterial { | ||
bind_group: BindGroup, | ||
} | ||
|
||
impl RenderAsset for CustomMaterial { | ||
type ExtractedAsset = CustomMaterial; | ||
type PreparedAsset = GpuCustomMaterial; | ||
type Param = ( | ||
SRes<RenderDevice>, | ||
SRes<RenderAssets<Image>>, | ||
SRes<MaterialPipeline<Self>>, | ||
); | ||
fn extract_asset(&self) -> Self::ExtractedAsset { | ||
self.clone() | ||
} | ||
|
||
fn prepare_asset( | ||
extracted_asset: Self::ExtractedAsset, | ||
(render_device, gpu_images, material_pipeline): &mut SystemParamItem<Self::Param>, | ||
) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> { | ||
let gpu_image = match gpu_images.get(&extracted_asset.texture) { | ||
Some(gpu_image) => gpu_image, | ||
// if the image isn't loaded yet, try next frame | ||
None => return Err(PrepareAssetError::RetryNextUpdate(extracted_asset)), | ||
}; | ||
|
||
let bind_group = render_device.create_bind_group(&BindGroupDescriptor { | ||
entries: &[ | ||
BindGroupEntry { | ||
binding: 0, | ||
resource: BindingResource::TextureView(&gpu_image.texture_view), | ||
}, | ||
BindGroupEntry { | ||
binding: 1, | ||
resource: BindingResource::Sampler(&gpu_image.sampler), | ||
}, | ||
], | ||
label: None, | ||
layout: &material_pipeline.material_layout, | ||
}); | ||
|
||
Ok(GpuCustomMaterial { bind_group }) | ||
} | ||
} | ||
|
||
impl Material for CustomMaterial { | ||
fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> { | ||
Some(asset_server.load("shaders/custom_material_screenspace_texture.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::Texture { | ||
sample_type: TextureSampleType::Float { filterable: true }, | ||
view_dimension: TextureViewDimension::D2, | ||
multisampled: false, | ||
}, | ||
count: None, | ||
}, | ||
BindGroupLayoutEntry { | ||
binding: 1, | ||
visibility: ShaderStages::FRAGMENT, | ||
ty: BindingType::Sampler(SamplerBindingType::Filtering), | ||
count: None, | ||
}, | ||
], | ||
label: None, | ||
}) | ||
} | ||
} |