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use bevy::prelude::*; |
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use bevy::render::render_resource::{AsBindGroup, ShaderType}; |
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use bevy::shader::ShaderRef; |
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const SHADER_ASSET_PATH: &str = "shaders/bindless_material.wesl"; |
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)] |
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#[uniform(0, BindlessMaterialUniform, binding_array(10))] |
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#[bindless(limit(4))] |
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struct BindlessMaterial { |
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color: LinearRgba, |
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#[texture(1)] |
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#[sampler(2)] |
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color_texture: Option<Handle<Image>>, |
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} |
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#[derive(ShaderType)] |
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struct BindlessMaterialUniform { |
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color: LinearRgba, |
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} |
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impl<'a> From<&'a BindlessMaterial> for BindlessMaterialUniform { |
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fn from(material: &'a BindlessMaterial) -> Self { |
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BindlessMaterialUniform { |
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color: material.color, |
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} |
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} |
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} |
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fn main() { |
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App::new() |
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.add_plugins(( |
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DefaultPlugins, |
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MaterialPlugin::<BindlessMaterial>::default(), |
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)) |
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.add_systems(Startup, setup) |
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.run(); |
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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<BindlessMaterial>>, |
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asset_server: Res<AssetServer>, |
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) { |
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commands.spawn(( |
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Mesh3d(meshes.add(Cuboid::default())), |
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MeshMaterial3d(materials.add(BindlessMaterial { |
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color: LinearRgba::BLUE, |
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color_texture: Some(asset_server.load("branding/bevy_logo_dark.png")), |
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})), |
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Transform::from_xyz(-2.0, 0.5, 0.0), |
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)); |
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commands.spawn(( |
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Mesh3d(meshes.add(Cylinder::default())), |
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MeshMaterial3d(materials.add(BindlessMaterial { |
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color: LinearRgba::RED, |
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color_texture: Some(asset_server.load("branding/bevy_logo_light.png")), |
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})), |
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Transform::from_xyz(2.0, 0.5, 0.0), |
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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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impl Material for BindlessMaterial { |
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fn fragment_shader() -> ShaderRef { |
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SHADER_ASSET_PATH.into() |
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} |
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} |