use bevy::prelude::*;
use bevy::render::render_resource::{AsBindGroup, ShaderRef, ShaderType};
const SHADER_ASSET_PATH: &str = "shaders/bindless_material.wgsl";
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
#[uniform(0, BindlessMaterialUniform, binding_array(10))]
#[bindless(limit(4))]
struct BindlessMaterial {
color: LinearRgba,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
}
#[derive(ShaderType)]
struct BindlessMaterialUniform {
color: LinearRgba,
}
impl<'a> From<&'a BindlessMaterial> for BindlessMaterialUniform {
fn from(material: &'a BindlessMaterial) -> Self {
BindlessMaterialUniform {
color: material.color,
}
}
}
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
MaterialPlugin::<BindlessMaterial>::default(),
))
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<BindlessMaterial>>,
asset_server: Res<AssetServer>,
) {
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(BindlessMaterial {
color: LinearRgba::BLUE,
color_texture: Some(asset_server.load("branding/bevy_logo_dark.png")),
})),
Transform::from_xyz(-2.0, 0.5, 0.0),
));
commands.spawn((
Mesh3d(meshes.add(Cylinder::default())),
MeshMaterial3d(materials.add(BindlessMaterial {
color: LinearRgba::RED,
color_texture: Some(asset_server.load("branding/bevy_logo_light.png")),
})),
Transform::from_xyz(2.0, 0.5, 0.0),
));
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
impl Material for BindlessMaterial {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}