//! This example tests that all texture dimensions are supported by //! `FallbackImage`. //! //! When running this example, you should expect to see a window that only draws //! the clear color. The test material does not shade any geometry; this example //! only tests that the images are initialized and bound so that the app does //! not panic. use bevy::{ prelude::*, reflect::TypePath, render::render_resource::{AsBindGroup, ShaderRef}, }; /// This example uses a shader source file from the assets subdirectory const SHADER_ASSET_PATH: &str = "shaders/fallback_image_test.wgsl"; fn main() { App::new() .add_plugins(( DefaultPlugins, MaterialPlugin::::default(), )) .add_systems(Startup, setup) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { commands.spawn(MaterialMeshBundle { mesh: meshes.add(Cuboid::default()), material: materials.add(FallbackTestMaterial { image_1d: None, image_2d: None, image_2d_array: None, image_cube: None, image_cube_array: None, image_3d: None, }), ..default() }); commands.spawn(Camera3dBundle { transform: Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::new(1.5, 0.0, 0.0), Vec3::Y), ..default() }); } #[derive(AsBindGroup, Debug, Clone, Asset, TypePath)] struct FallbackTestMaterial { #[texture(0, dimension = "1d")] #[sampler(1)] image_1d: Option>, #[texture(2, dimension = "2d")] #[sampler(3)] image_2d: Option>, #[texture(4, dimension = "2d_array")] #[sampler(5)] image_2d_array: Option>, #[texture(6, dimension = "cube")] #[sampler(7)] image_cube: Option>, #[texture(8, dimension = "cube_array")] #[sampler(9)] image_cube_array: Option>, #[texture(10, dimension = "3d")] #[sampler(11)] image_3d: Option>, } impl Material for FallbackTestMaterial { fn fragment_shader() -> ShaderRef { SHADER_ASSET_PATH.into() } }