storage_buffer/
storage_buffer.rs1use bevy::{
3 prelude::*,
4 reflect::TypePath,
5 render::{
6 mesh::MeshTag,
7 render_resource::{AsBindGroup, ShaderRef},
8 storage::ShaderStorageBuffer,
9 },
10};
11
12const SHADER_ASSET_PATH: &str = "shaders/storage_buffer.wgsl";
13
14fn main() {
15 App::new()
16 .add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
17 .add_systems(Startup, setup)
18 .add_systems(Update, update)
19 .run();
20}
21
22fn setup(
24 mut commands: Commands,
25 mut meshes: ResMut<Assets<Mesh>>,
26 mut buffers: ResMut<Assets<ShaderStorageBuffer>>,
27 mut materials: ResMut<Assets<CustomMaterial>>,
28) {
29 let color_data: Vec<[f32; 4]> = vec![
31 [1.0, 0.0, 0.0, 1.0],
32 [0.0, 1.0, 0.0, 1.0],
33 [0.0, 0.0, 1.0, 1.0],
34 [1.0, 1.0, 0.0, 1.0],
35 [0.0, 1.0, 1.0, 1.0],
36 ];
37
38 let colors = buffers.add(ShaderStorageBuffer::from(color_data));
39
40 let mesh_handle = meshes.add(Cuboid::from_size(Vec3::splat(0.3)));
41 let material_handle = materials.add(CustomMaterial {
43 colors: colors.clone(),
44 });
45
46 commands.insert_resource(CustomMaterialHandle(material_handle.clone()));
47
48 let mut current_color_id: u32 = 0;
50 for i in -6..=6 {
51 for j in -3..=3 {
52 commands.spawn((
53 Mesh3d(mesh_handle.clone()),
54 MeshMaterial3d(material_handle.clone()),
55 MeshTag(current_color_id % 5),
56 Transform::from_xyz(i as f32, j as f32, 0.0),
57 ));
58 current_color_id += 1;
59 }
60 }
61
62 commands.spawn((
64 Camera3d::default(),
65 Transform::from_xyz(0.0, 0.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
66 ));
67}
68
69fn update(
71 time: Res<Time>,
72 material_handles: Res<CustomMaterialHandle>,
73 mut materials: ResMut<Assets<CustomMaterial>>,
74 mut buffers: ResMut<Assets<ShaderStorageBuffer>>,
75) {
76 let material = materials.get_mut(&material_handles.0).unwrap();
77
78 let buffer = buffers.get_mut(&material.colors).unwrap();
79 buffer.set_data(
80 (0..5)
81 .map(|i| {
82 let t = time.elapsed_secs() * 5.0;
83 [
84 ops::sin(t + i as f32) / 2.0 + 0.5,
85 ops::sin(t + i as f32 + 2.0) / 2.0 + 0.5,
86 ops::sin(t + i as f32 + 4.0) / 2.0 + 0.5,
87 1.0,
88 ]
89 })
90 .collect::<Vec<[f32; 4]>>()
91 .as_slice(),
92 );
93}
94
95#[derive(Resource)]
97struct CustomMaterialHandle(Handle<CustomMaterial>);
98
99#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
101struct CustomMaterial {
102 #[storage(0, read_only)]
103 colors: Handle<ShaderStorageBuffer>,
104}
105
106impl Material for CustomMaterial {
107 fn vertex_shader() -> ShaderRef {
108 SHADER_ASSET_PATH.into()
109 }
110
111 fn fragment_shader() -> ShaderRef {
112 SHADER_ASSET_PATH.into()
113 }
114}