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examples: add screenspace texture shader example (bevyengine#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>
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#import bevy_pbr::mesh_view_bind_group | ||
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[[group(1), binding(0)]] | ||
var texture: texture_2d<f32>; | ||
[[group(1), binding(1)]] | ||
var texture_sampler: sampler; | ||
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[[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; | ||
} |
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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, | ||
}, | ||
}; | ||
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fn main() { | ||
App::new() | ||
.add_plugins(DefaultPlugins) | ||
.add_plugin(MaterialPlugin::<CustomMaterial>::default()) | ||
.add_startup_system(setup) | ||
.add_system(rotate_camera) | ||
.run(); | ||
} | ||
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#[derive(Component)] | ||
struct MainCamera; | ||
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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() | ||
}); | ||
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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() | ||
}); | ||
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// 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); | ||
} | ||
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fn rotate_camera(mut camera: Query<&mut Transform, With<MainCamera>>, time: Res<Time>) { | ||
let cam_transform = camera.single_mut().into_inner(); | ||
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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); | ||
} | ||
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#[derive(Debug, Clone, TypeUuid)] | ||
#[uuid = "b62bb455-a72c-4b56-87bb-81e0554e234f"] | ||
pub struct CustomMaterial { | ||
texture: Handle<Image>, | ||
} | ||
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#[derive(Clone)] | ||
pub struct GpuCustomMaterial { | ||
bind_group: BindGroup, | ||
} | ||
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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() | ||
} | ||
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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)), | ||
}; | ||
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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, | ||
}); | ||
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Ok(GpuCustomMaterial { bind_group }) | ||
} | ||
} | ||
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impl Material for CustomMaterial { | ||
fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> { | ||
Some(asset_server.load("shaders/custom_material_screenspace_texture.wgsl")) | ||
} | ||
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fn bind_group(render_asset: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup { | ||
&render_asset.bind_group | ||
} | ||
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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, | ||
}) | ||
} | ||
} |