wip
This commit is contained in:
parent
8e027ded55
commit
3415795b00
5 changed files with 75 additions and 17 deletions
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@ -1,3 +0,0 @@
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[target.'cfg(target_os = "linux")']
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linker = "clang"
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rustflags = ["-C", "link-arg=-fuse-ld=/path/to/mold"]
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1
.gitignore
vendored
1
.gitignore
vendored
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@ -1 +1,2 @@
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/target
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result
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@ -5,4 +5,4 @@ edition = "2024"
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[dependencies]
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bevy = "0.16.1"
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bevy = { version = "0.16.1", features = ["shader_format_glsl"] }
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20
flake.nix
20
flake.nix
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@ -19,11 +19,13 @@
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let
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overlays = [ (import rust-overlay) ];
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pkgs = import nixpkgs { inherit system overlays; };
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stdenv = pkgs.stdenvAdapters.useMoldLinker pkgs.clangStdenv;
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rustToolchain = pkgs.pkgsBuildHost.rust-bin.fromRustupToolchainFile ./rust-toolchain.toml;
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nativeBuildInputs = with pkgs; [
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rustToolchain
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mold
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pkg-config
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clang
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];
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xorgBuildInputs = with pkgs; [
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xorg.libX11
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@ -44,25 +46,21 @@
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++ xorgBuildInputs
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++ waylandBuildInputs;
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# Build target for the binary
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default_package = pkgs.rustPlatform.buildRustPackage {
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mkShell = pkgs.mkShell.override {
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stdenv = stdenv;
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};
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in
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{
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packages.default = pkgs.rustPlatform.buildRustPackage {
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inherit stdenv buildInputs nativeBuildInputs;
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pname = (builtins.fromTOML (builtins.readFile ./Cargo.toml)).package.name;
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version = (builtins.fromTOML (builtins.readFile ./Cargo.toml)).package.version;
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src = ./.;
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cargoLock = {
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lockFile = ./Cargo.lock;
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};
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nativeBuildInputs = nativeBuildInputs;
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buildInputs = buildInputs;
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};
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mkShell = pkgs.mkShell.override {
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stdenv = pkgs.stdenvAdapters.useMoldLinker pkgs.clangStdenv;
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};
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in
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{
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packages.default = default_package;
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devShells.default = mkShell {
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inherit buildInputs nativeBuildInputs;
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66
src/main.rs
66
src/main.rs
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@ -1,7 +1,69 @@
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use bevy::prelude::*;
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//! A shader that uses the GLSL shading language.
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use bevy::{
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prelude::*, reflect::TypePath, render::render_resource::AsBindGroup, render::render_resource::ShaderRef,
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};
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/// This example uses shader source files from the assets subdirectory
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const VERTEX_SHADER_ASSET_PATH: &str = "shaders/custom_material.vert";
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const FRAGMENT_SHADER_ASSET_PATH: &str = "shaders/custom_material.frag";
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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((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
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.add_systems(Startup, setup)
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.run();
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}
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/// set up a simple 3D scene
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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<CustomMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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// cube
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(CustomMaterial {
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color: LinearRgba::BLUE,
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color_texture: None,
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alpha_mode: AlphaMode::Blend,
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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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// camera
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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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// This is the struct that will be passed to your shader
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#[derive(Asset, TypePath, AsBindGroup, Clone)]
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struct CustomMaterial {
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#[uniform(0)]
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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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alpha_mode: AlphaMode,
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}
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/// The Material trait is very configurable, but comes with sensible defaults for all methods.
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/// You only need to implement functions for features that need non-default behavior. See the Material api docs for details!
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/// When using the GLSL shading language for your shader, the specialize method must be overridden.
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impl Material for CustomMaterial {
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fn vertex_shader() -> ShaderRef {
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VERTEX_SHADER_ASSET_PATH.into()
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}
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fn fragment_shader() -> ShaderRef {
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FRAGMENT_SHADER_ASSET_PATH.into()
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}
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fn alpha_mode(&self) -> AlphaMode {
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self.alpha_mode
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}
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}
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