use std::f32::consts::FRAC_PI_2;
use bevy::{
color::palettes::{css::RED, tailwind::GRAY_600},
mesh::{SphereKind, SphereMeshBuilder},
pbr::{ExtendedMaterial, MaterialExtension, MeshMaterial3d},
prelude::*,
render::render_resource::{AsBindGroup, ShaderType},
shader::ShaderRef,
utils::default,
};
static SHADER_ASSET_PATH: &str = "shaders/extended_material_bindless.wgsl";
#[derive(Asset, Clone, Reflect, AsBindGroup)]
#[data(50, ExampleBindlessExtensionUniform, binding_array(101))]
#[bindless(index_table(range(50..53), binding(100)))]
struct ExampleBindlessExtension {
modulate_color: Color,
#[texture(51)]
#[sampler(52)]
modulate_texture: Option<Handle<Image>>,
}
#[derive(Clone, Default, ShaderType)]
struct ExampleBindlessExtensionUniform {
modulate_color: Vec4,
}
impl MaterialExtension for ExampleBindlessExtension {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}
impl<'a> From<&'a ExampleBindlessExtension> for ExampleBindlessExtensionUniform {
fn from(material_extension: &'a ExampleBindlessExtension) -> Self {
ExampleBindlessExtensionUniform {
modulate_color: LinearRgba::from(material_extension.modulate_color).to_vec4(),
}
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(MaterialPlugin::<
ExtendedMaterial<StandardMaterial, ExampleBindlessExtension>,
>::default())
.add_systems(Startup, setup)
.add_systems(Update, rotate_sphere)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, ExampleBindlessExtension>>>,
) {
commands.spawn((
Mesh3d(meshes.add(SphereMeshBuilder::new(
1.0,
SphereKind::Uv {
sectors: 20,
stacks: 20,
},
))),
MeshMaterial3d(materials.add(ExtendedMaterial {
base: StandardMaterial {
base_color: GRAY_600.into(),
..default()
},
extension: ExampleBindlessExtension {
modulate_color: RED.into(),
modulate_texture: Some(asset_server.load("textures/uv_checker_bw.png")),
},
})),
Transform::from_xyz(0.0, 0.5, 0.0),
));
commands.spawn((
DirectionalLight::default(),
Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
));
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
fn rotate_sphere(mut meshes: Query<&mut Transform, With<Mesh3d>>, time: Res<Time>) {
for mut transform in &mut meshes {
transform.rotation =
Quat::from_euler(EulerRot::YXZ, -time.elapsed_secs(), FRAC_PI_2 * 3.0, 0.0);
}
}