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|
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use bevy::{ |
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mesh::MeshTag, |
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prelude::*, |
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reflect::TypePath, |
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render::{render_resource::AsBindGroup, storage::ShaderBuffer}, |
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shader::ShaderRef, |
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}; |
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|
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const SHADER_ASSET_PATH: &str = "shaders/storage_buffer.wesl"; |
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|
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fn main() { |
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App::new() |
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.add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default())) |
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.add_systems(Startup, setup) |
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.add_systems(Update, update) |
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.run(); |
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} |
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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 buffers: ResMut<Assets<ShaderBuffer>>, |
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mut materials: ResMut<Assets<CustomMaterial>>, |
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) { |
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|
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let color_data: Vec<[f32; 4]> = vec![ |
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[1.0, 0.0, 0.0, 1.0], |
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[0.0, 1.0, 0.0, 1.0], |
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[0.0, 0.0, 1.0, 1.0], |
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[1.0, 1.0, 0.0, 1.0], |
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[0.0, 1.0, 1.0, 1.0], |
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]; |
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|
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let colors = buffers.add(ShaderBuffer::from(color_data)); |
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|
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let mesh_handle = meshes.add(Cuboid::from_size(Vec3::splat(0.3))); |
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|
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let material_handle = materials.add(CustomMaterial { |
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colors: colors.clone(), |
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}); |
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|
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commands.insert_resource(CustomMaterialHandle(material_handle.clone())); |
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|
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|
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let mut current_color_id: u32 = 0; |
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for i in -6..=6 { |
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for j in -3..=3 { |
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commands.spawn(( |
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Mesh3d(mesh_handle.clone()), |
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MeshMaterial3d(material_handle.clone()), |
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MeshTag::new(current_color_id % 5), |
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Transform::from_xyz(i as f32, j as f32, 0.0), |
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)); |
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current_color_id += 1; |
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} |
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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(0.0, 0.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y), |
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)); |
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} |
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|
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|
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fn update( |
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time: Res<Time>, |
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material_handles: Res<CustomMaterialHandle>, |
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mut materials: ResMut<Assets<CustomMaterial>>, |
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mut buffers: ResMut<Assets<ShaderBuffer>>, |
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) { |
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let material = materials.get_mut(&material_handles.0).unwrap(); |
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|
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let mut buffer = buffers.get_mut(&material.colors).unwrap(); |
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buffer.clear(); |
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buffer.extend((0..5).map(|i| { |
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let t = time.elapsed_secs() * 5.0; |
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[ |
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ops::sin(t + i as f32) / 2.0 + 0.5, |
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ops::sin(t + i as f32 + 2.0) / 2.0 + 0.5, |
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ops::sin(t + i as f32 + 4.0) / 2.0 + 0.5, |
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1.0, |
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] |
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})); |
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} |
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|
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|
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#[derive(Resource)] |
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struct CustomMaterialHandle(Handle<CustomMaterial>); |
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|
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|
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)] |
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struct CustomMaterial { |
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#[storage(0, read_only)] |
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colors: Handle<ShaderBuffer>, |
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} |
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|
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impl Material for CustomMaterial { |
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fn vertex_shader() -> ShaderRef { |
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SHADER_ASSET_PATH.into() |
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} |
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|
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fn fragment_shader() -> ShaderRef { |
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SHADER_ASSET_PATH.into() |
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} |
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} |