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[Merged by Bors] - examples: add screenspace texture shader example #4063

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4 changes: 4 additions & 0 deletions Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -467,6 +467,10 @@ path = "examples/shader/shader_defs.rs"
name = "shader_material"
path = "examples/shader/shader_material.rs"

[[example]]
name = "shader_material_screenspace_texture"
path = "examples/shader/shader_material_screenspace_texture.rs"

[[example]]
name = "shader_material_glsl"
path = "examples/shader/shader_material_glsl.rs"
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13 changes: 13 additions & 0 deletions assets/shaders/custom_material_screenspace_texture.wgsl
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;
}
1 change: 1 addition & 0 deletions examples/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -226,6 +226,7 @@ Example | File | Description
--- | --- | ---
`custom_vertex_attribute` | [`shader/custom_vertex_attribute.rs`](./shader/custom_vertex_attribute.rs) | Illustrates creating a custom shader material that reads a mesh's custom vertex attribute.
`shader_material` | [`shader/shader_material.rs`](./shader/shader_material.rs) | Illustrates creating a custom material and a shader that uses it
`shader_material_screenspace_texture` | [`shader/shader_material_screenspace_texture.rs`](./shader/shader_material_screenspace_texture.rs) | A custom shader sampling a texture with view-independent UV coordinates
`shader_material_glsl` | [`shader/shader_material_glsl.rs`](./shader/shader_material_glsl.rs) | A custom shader using the GLSL shading language.
`shader_instancing` | [`shader/shader_instancing.rs`](./shader/shader_instancing.rs) | A custom shader showing off rendering a mesh multiple times in one draw call.
`animate_shader` | [`shader/animate_shader.rs`](./shader/animate_shader.rs) | Shows how to pass changing data like the time since startup into a shader.
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164 changes: 164 additions & 0 deletions examples/shader/shader_material_screenspace_texture.rs
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,
})
}
}