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Array texture example (#5077)
# Objective - Make the reusable PBR shading functionality a little more reusable - Add constructor functions for `StandardMaterial` and `PbrInput` structs to populate them with default values - Document unclear `PbrInput` members - Demonstrate how to reuse the bevy PBR shading functionality - The final important piece from #3969 as the initial shot at making the PBR shader code reusable in custom materials ## Solution - Add back and rework the 'old' `array_texture` example from pre-0.6. - Create a custom shader material - Use a single array texture binding and sampler for the material bind group - Use a shader that calls `pbr()` from the `bevy_pbr::pbr_functions` import - Spawn a row of cubes using the custom material - In the shader, select the array texture layer to sample by using the world position x coordinate modulo the number of array texture layers <img width="1392" alt="Screenshot 2022-06-23 at 12 28 05" src="https://user-images.githubusercontent.com/302146/175278593-2296f519-f577-4ece-81c0-d842283784a1.png"> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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7 changed files with 309 additions and 3 deletions
10
Cargo.toml
10
Cargo.toml
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@ -1183,6 +1183,16 @@ description = "A compute shader that simulates Conway's Game of Life"
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category = "Shaders"
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wasm = false
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[[example]]
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name = "array_texture"
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path = "examples/shader/array_texture.rs"
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[package.metadata.example.array_texture]
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name = "Array Texture"
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description = "A shader that shows how to reuse the core bevy PBR shading functionality in a custom material that obtains the base color from an array texture."
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category = "Shaders"
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wasm = true
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# Stress tests
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[[package.metadata.category]]
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name = "Stress Tests"
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63
assets/shaders/array_texture.wgsl
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63
assets/shaders/array_texture.wgsl
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@ -0,0 +1,63 @@
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#import bevy_pbr::mesh_view_bindings
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#import bevy_pbr::mesh_bindings
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#import bevy_pbr::pbr_types
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#import bevy_pbr::utils
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#import bevy_pbr::clustered_forward
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#import bevy_pbr::lighting
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#import bevy_pbr::shadows
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#import bevy_pbr::pbr_functions
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[[group(1), binding(0)]]
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var my_array_texture: texture_2d_array<f32>;
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[[group(1), binding(1)]]
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var my_array_texture_sampler: sampler;
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struct FragmentInput {
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[[builtin(front_facing)]] is_front: bool;
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[[builtin(position)]] frag_coord: vec4<f32>;
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[[location(0)]] world_position: vec4<f32>;
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[[location(1)]] world_normal: vec3<f32>;
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[[location(2)]] uv: vec2<f32>;
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#ifdef VERTEX_TANGENTS
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[[location(3)]] world_tangent: vec4<f32>;
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#endif
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#ifdef VERTEX_COLORS
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[[location(4)]] color: vec4<f32>;
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#endif
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};
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[[stage(fragment)]]
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fn fragment(in: FragmentInput) -> [[location(0)]] vec4<f32> {
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let layer = i32(in.world_position.x) & 0x3;
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// Prepare a 'processed' StandardMaterial by sampling all textures to resolve
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// the material members
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var pbr_input: PbrInput = pbr_input_new();
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pbr_input.material.base_color = textureSample(my_array_texture, my_array_texture_sampler, in.uv, layer);
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#ifdef VERTEX_COLORS
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pbr_input.material.base_color = pbr_input.material.base_color * in.color;
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#endif
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pbr_input.frag_coord = in.frag_coord;
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pbr_input.world_position = in.world_position;
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pbr_input.world_normal = in.world_normal;
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pbr_input.is_orthographic = view.projection[3].w == 1.0;
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pbr_input.N = prepare_normal(
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pbr_input.material.flags,
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in.world_normal,
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#ifdef VERTEX_TANGENTS
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#ifdef STANDARDMATERIAL_NORMAL_MAP
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in.world_tangent,
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#endif
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#endif
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in.uv,
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in.is_front,
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);
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pbr_input.V = calculate_view(in.world_position, pbr_input.is_orthographic);
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return pbr(pbr_input);
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}
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@ -74,6 +74,7 @@ fn fragment(in: FragmentInput) -> [[location(0)]] vec4<f32> {
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pbr_input.is_orthographic = view.projection[3].w == 1.0;
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pbr_input.N = prepare_normal(
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material.flags,
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in.world_normal,
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#ifdef VERTEX_TANGENTS
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#ifdef STANDARDMATERIAL_NORMAL_MAP
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@ -3,6 +3,7 @@
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// NOTE: This ensures that the world_normal is normalized and if
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// vertex tangents and normal maps then normal mapping may be applied.
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fn prepare_normal(
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standard_material_flags: u32,
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world_normal: vec3<f32>,
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#ifdef VERTEX_TANGENTS
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#ifdef STANDARDMATERIAL_NORMAL_MAP
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#endif
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#endif
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if ((material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u) {
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if ((standard_material_flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u) {
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if (!is_front) {
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N = -N;
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#ifdef VERTEX_TANGENTS
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#ifdef STANDARDMATERIAL_NORMAL_MAP
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// Nt is the tangent-space normal.
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var Nt: vec3<f32>;
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if ((material.flags & STANDARD_MATERIAL_FLAGS_TWO_COMPONENT_NORMAL_MAP) != 0u) {
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if ((standard_material_flags & STANDARD_MATERIAL_FLAGS_TWO_COMPONENT_NORMAL_MAP) != 0u) {
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// Only use the xy components and derive z for 2-component normal maps.
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Nt = vec3<f32>(textureSample(normal_map_texture, normal_map_sampler, uv).rg * 2.0 - 1.0, 0.0);
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Nt.z = sqrt(1.0 - Nt.x * Nt.x - Nt.y * Nt.y);
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Nt = textureSample(normal_map_texture, normal_map_sampler, uv).rgb * 2.0 - 1.0;
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}
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// Normal maps authored for DirectX require flipping the y component
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if ((material.flags & STANDARD_MATERIAL_FLAGS_FLIP_NORMAL_MAP_Y) != 0u) {
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if ((standard_material_flags & STANDARD_MATERIAL_FLAGS_FLIP_NORMAL_MAP_Y) != 0u) {
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Nt.y = -Nt.y;
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}
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// NOTE: The mikktspace method of normal mapping applies maps the tangent-space normal from
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@ -86,12 +87,36 @@ struct PbrInput {
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occlusion: f32;
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frag_coord: vec4<f32>;
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world_position: vec4<f32>;
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// Normalized world normal used for shadow mapping as normal-mapping is not used for shadow
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// mapping
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world_normal: vec3<f32>;
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// Normalized normal-mapped world normal used for lighting
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N: vec3<f32>;
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// Normalized view vector in world space, pointing from the fragment world position toward the
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// view world position
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V: vec3<f32>;
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is_orthographic: bool;
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};
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// Creates a PbrInput with default values
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fn pbr_input_new() -> PbrInput {
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var pbr_input: PbrInput;
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pbr_input.material = standard_material_new();
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pbr_input.occlusion = 1.0;
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pbr_input.frag_coord = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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pbr_input.world_position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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pbr_input.world_normal = vec3<f32>(0.0, 0.0, 1.0);
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pbr_input.is_orthographic = false;
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pbr_input.N = vec3<f32>(0.0, 0.0, 1.0);
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pbr_input.V = vec3<f32>(1.0, 0.0, 0.0);
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return pbr_input;
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}
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fn pbr(
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in: PbrInput,
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) -> vec4<f32> {
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@ -22,3 +22,19 @@ let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK: u32 = 128u;
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let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_BLEND: u32 = 256u;
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let STANDARD_MATERIAL_FLAGS_TWO_COMPONENT_NORMAL_MAP: u32 = 512u;
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let STANDARD_MATERIAL_FLAGS_FLIP_NORMAL_MAP_Y: u32 = 1024u;
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// Creates a StandardMaterial with default values
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fn standard_material_new() -> StandardMaterial {
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var material: StandardMaterial;
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// NOTE: Keep in-sync with src/pbr_material.rs!
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material.base_color = vec4<f32>(1.0, 1.0, 1.0, 1.0);
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material.emissive = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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material.perceptual_roughness = 0.089;
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material.metallic = 0.01;
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material.reflectance = 0.5;
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material.flags = STANDARD_MATERIAL_FLAGS_ALPHA_MODE_OPAQUE;
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material.alpha_cutoff = 0.5;
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return material;
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}
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@ -253,6 +253,7 @@ There are also compute shaders which are used for more general processing levera
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Example | Description
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--- | ---
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[Animated](../examples/shader/animate_shader.rs) | A shader that uses dynamic data like the time since startup
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[Array Texture](../examples/shader/array_texture.rs) | A shader that shows how to reuse the core bevy PBR shading functionality in a custom material that obtains the base color from an array texture.
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[Compute - Game of Life](../examples/shader/compute_shader_game_of_life.rs) | A compute shader that simulates Conway's Game of Life
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[Custom Vertex Attribute](../examples/shader/custom_vertex_attribute.rs) | A shader that reads a mesh's custom vertex attribute
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[Instancing](../examples/shader/shader_instancing.rs) | A shader that renders a mesh multiple times in one draw call
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190
examples/shader/array_texture.rs
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190
examples/shader/array_texture.rs
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use bevy::{
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asset::LoadState,
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ecs::system::{lifetimeless::SRes, SystemParamItem},
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pbr::MaterialPipeline,
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prelude::*,
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reflect::TypeUuid,
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render::{
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render_asset::{PrepareAssetError, RenderAsset, RenderAssets},
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render_resource::{
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BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
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BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingResource, BindingType,
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SamplerBindingType, ShaderStages, TextureSampleType, TextureViewDimension,
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},
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renderer::RenderDevice,
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},
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};
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/// This example illustrates how to create a texture for use with a `texture_2d_array<f32>` shader
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/// uniform variable.
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugin(MaterialPlugin::<ArrayTextureMaterial>::default())
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.add_startup_system(setup)
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.add_system(create_array_texture)
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.run();
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}
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struct LoadingTexture {
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is_loaded: bool,
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handle: Handle<Image>,
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// Start loading the texture.
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commands.insert_resource(LoadingTexture {
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is_loaded: false,
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handle: asset_server.load("textures/array_texture.png"),
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});
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// light
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commands.spawn_bundle(PointLightBundle {
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point_light: PointLight {
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intensity: 3000.0,
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..Default::default()
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},
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transform: Transform::from_xyz(-3.0, 2.0, -1.0),
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..Default::default()
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});
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commands.spawn_bundle(PointLightBundle {
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point_light: PointLight {
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intensity: 3000.0,
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..Default::default()
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},
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transform: Transform::from_xyz(3.0, 2.0, 1.0),
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..Default::default()
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});
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// camera
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commands.spawn_bundle(Camera3dBundle {
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transform: Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::new(1.5, 0.0, 0.0), Vec3::Y),
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..Default::default()
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});
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}
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fn create_array_texture(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut loading_texture: ResMut<LoadingTexture>,
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mut images: ResMut<Assets<Image>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ArrayTextureMaterial>>,
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) {
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if loading_texture.is_loaded
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|| asset_server.get_load_state(loading_texture.handle.clone()) != LoadState::Loaded
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{
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return;
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}
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loading_texture.is_loaded = true;
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let image = images.get_mut(&loading_texture.handle).unwrap();
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// Create a new array texture asset from the loaded texture.
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let array_layers = 4;
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image.reinterpret_stacked_2d_as_array(array_layers);
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// Spawn some cubes using the array texture
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let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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let material_handle = materials.add(ArrayTextureMaterial {
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array_texture: loading_texture.handle.clone(),
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});
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for x in -5..=5 {
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commands.spawn_bundle(MaterialMeshBundle {
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mesh: mesh_handle.clone(),
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material: material_handle.clone(),
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transform: Transform::from_xyz(x as f32 + 0.5, 0.0, 0.0),
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..Default::default()
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});
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}
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}
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#[derive(Debug, Clone, TypeUuid)]
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#[uuid = "9c5a0ddf-1eaf-41b4-9832-ed736fd26af3"]
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struct ArrayTextureMaterial {
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array_texture: Handle<Image>,
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}
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#[derive(Clone)]
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pub struct GpuArrayTextureMaterial {
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bind_group: BindGroup,
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}
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impl RenderAsset for ArrayTextureMaterial {
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type ExtractedAsset = ArrayTextureMaterial;
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type PreparedAsset = GpuArrayTextureMaterial;
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type Param = (
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SRes<RenderDevice>,
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SRes<MaterialPipeline<Self>>,
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SRes<RenderAssets<Image>>,
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);
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fn extract_asset(&self) -> Self::ExtractedAsset {
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self.clone()
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}
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fn prepare_asset(
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extracted_asset: Self::ExtractedAsset,
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(render_device, material_pipeline, gpu_images): &mut SystemParamItem<Self::Param>,
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) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
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let (array_texture_texture_view, array_texture_sampler) = if let Some(result) =
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material_pipeline
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.mesh_pipeline
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.get_image_texture(gpu_images, &Some(extracted_asset.array_texture.clone()))
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{
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result
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} else {
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return Err(PrepareAssetError::RetryNextUpdate(extracted_asset));
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};
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let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
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entries: &[
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BindGroupEntry {
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binding: 0,
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resource: BindingResource::TextureView(array_texture_texture_view),
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},
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BindGroupEntry {
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binding: 1,
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resource: BindingResource::Sampler(array_texture_sampler),
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},
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],
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label: Some("array_texture_material_bind_group"),
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layout: &material_pipeline.material_layout,
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});
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Ok(GpuArrayTextureMaterial { bind_group })
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}
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}
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impl Material for ArrayTextureMaterial {
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fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
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Some(asset_server.load("shaders/array_texture.wgsl"))
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}
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fn bind_group(render_asset: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup {
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&render_asset.bind_group
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}
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fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
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render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[
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// Array Texture
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BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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multisampled: false,
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sample_type: TextureSampleType::Float { filterable: true },
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view_dimension: TextureViewDimension::D2Array,
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},
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count: None,
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},
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// Array Texture Sampler
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BindGroupLayoutEntry {
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binding: 1,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Sampler(SamplerBindingType::Filtering),
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count: None,
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},
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],
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label: None,
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})
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}
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}
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