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|
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|
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use bevy::{ |
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color::palettes::basic::RED, |
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material::OpaqueRendererMethod, |
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pbr::{ExtendedMaterial, MaterialExtension}, |
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prelude::*, |
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render::render_resource::*, |
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shader::ShaderRef, |
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}; |
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|
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|
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const SHADER_ASSET_PATH: &str = "shaders/extended_material.wesl"; |
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|
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fn main() { |
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App::new() |
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.add_plugins(DefaultPlugins) |
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.add_plugins(MaterialPlugin::< |
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ExtendedMaterial<StandardMaterial, MyExtension>, |
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>::default()) |
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.add_systems(Startup, setup) |
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.add_systems(Update, rotate_things) |
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.run(); |
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} |
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|
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fn setup( |
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mut commands: Commands, |
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mut meshes: ResMut<Assets<Mesh>>, |
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mut materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, MyExtension>>>, |
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) { |
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|
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commands.spawn(( |
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Mesh3d(meshes.add(Sphere::new(1.0))), |
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MeshMaterial3d(materials.add(ExtendedMaterial { |
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base: StandardMaterial { |
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base_color: RED.into(), |
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|
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opaque_render_method: OpaqueRendererMethod::Auto, |
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|
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|
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|
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|
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|
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..Default::default() |
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}, |
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extension: MyExtension::new(1), |
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})), |
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Transform::from_xyz(0.0, 0.5, 0.0), |
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)); |
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|
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|
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commands.spawn(( |
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DirectionalLight::default(), |
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Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y), |
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Rotate, |
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)); |
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|
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|
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commands.spawn(( |
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Camera3d::default(), |
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Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), |
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)); |
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} |
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|
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#[derive(Component)] |
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struct Rotate; |
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|
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fn rotate_things(mut q: Query<&mut Transform, With<Rotate>>, time: Res<Time>) { |
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for mut t in &mut q { |
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t.rotate_y(time.delta_secs()); |
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} |
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} |
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|
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#[derive(Asset, AsBindGroup, Reflect, Debug, Clone, Default)] |
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struct MyExtension { |
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|
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|
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#[uniform(100)] |
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quantize_steps: u32, |
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|
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#[cfg(feature = "webgl2")] |
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#[uniform(100)] |
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_webgl2_padding_8b: u32, |
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#[cfg(feature = "webgl2")] |
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#[uniform(100)] |
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_webgl2_padding_12b: u32, |
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#[cfg(feature = "webgl2")] |
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#[uniform(100)] |
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_webgl2_padding_16b: u32, |
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} |
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impl MyExtension { |
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fn new(quantize_steps: u32) -> Self { |
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Self { |
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quantize_steps, |
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..default() |
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} |
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} |
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} |
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|
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impl MaterialExtension for MyExtension { |
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fn fragment_shader() -> ShaderRef { |
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SHADER_ASSET_PATH.into() |
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} |
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|
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fn deferred_fragment_shader() -> ShaderRef { |
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SHADER_ASSET_PATH.into() |
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} |
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} |