Support Warning
WebGPU is currently only supported on Chrome starting with version 113, and only on desktop. If they don't work on your configuration, you can check the WebGL2 examples
here.
Support for WebGPU in Bevy hasn't been released yet, this example has been compiled using the main branch.
use bevy::gltf::GltfPlugin;
use bevy::prelude::*;
use bevy::reflect::TypeUuid;
use bevy::render::mesh::{MeshVertexAttribute, MeshVertexBufferLayout};
use bevy::render::render_resource::*;
use bevy::sprite::{
Material2d, Material2dKey, Material2dPlugin, MaterialMesh2dBundle, Mesh2dHandle,
};
const ATTRIBUTE_BARYCENTRIC: MeshVertexAttribute =
MeshVertexAttribute::new("Barycentric", 2137464976, VertexFormat::Float32x3);
fn main() {
App::new()
.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 1.0 / 5.0f32,
})
.add_plugins(
DefaultPlugins.set(
GltfPlugin::default()
.add_custom_vertex_attribute("_BARYCENTRIC", ATTRIBUTE_BARYCENTRIC),
),
)
.add_plugin(Material2dPlugin::<CustomMaterial>::default())
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<CustomMaterial>>,
) {
let mesh = asset_server.load("models/barycentric/barycentric.gltf#Mesh0/Primitive0");
commands.spawn(MaterialMesh2dBundle {
mesh: Mesh2dHandle(mesh),
material: materials.add(CustomMaterial {}),
transform: Transform::from_scale(150.0 * Vec3::ONE),
..default()
});
commands.spawn(Camera2dBundle { ..default() });
}
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "50ffce9e-1582-42e9-87cb-2233724426c0"]
struct CustomMaterial {}
impl Material2d for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/custom_gltf_2d.wgsl".into()
}
fn vertex_shader() -> ShaderRef {
"shaders/custom_gltf_2d.wgsl".into()
}
fn specialize(
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayout,
_key: Material2dKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
let vertex_layout = layout.get_layout(&[
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
Mesh::ATTRIBUTE_COLOR.at_shader_location(1),
ATTRIBUTE_BARYCENTRIC.at_shader_location(2),
])?;
descriptor.vertex.buffers = vec![vertex_layout];
Ok(())
}
}