//! A shader that binds several textures onto one //! `binding_array>` shader binding slot and sample non-uniformly. use bevy::{ prelude::*, reflect::TypePath, render::{ render_asset::RenderAssets, render_resource::*, renderer::RenderDevice, texture::FallbackImage, RenderApp, }, }; use std::{num::NonZeroU32, process::exit}; fn main() { let mut app = App::new(); app.add_plugins(( DefaultPlugins.set(ImagePlugin::default_nearest()), GpuFeatureSupportChecker, MaterialPlugin::::default(), )) .add_systems(Startup, setup) .run(); } const MAX_TEXTURE_COUNT: usize = 16; const TILE_ID: [usize; 16] = [ 19, 23, 4, 33, 12, 69, 30, 48, 10, 65, 40, 47, 57, 41, 44, 46, ]; struct GpuFeatureSupportChecker; impl Plugin for GpuFeatureSupportChecker { fn build(&self, _app: &mut App) {} fn finish(&self, app: &mut App) { let Ok(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; let render_device = render_app.world.resource::(); // Check if the device support the required feature. If not, exit the example. // In a real application, you should setup a fallback for the missing feature if !render_device .features() .contains(WgpuFeatures::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING) { error!( "Render device doesn't support feature \ SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING, \ which is required for texture binding arrays" ); exit(1); } } } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, asset_server: Res, ) { commands.spawn(Camera3dBundle { transform: Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y), ..default() }); // load 16 textures let textures: Vec<_> = TILE_ID .iter() .map(|id| asset_server.load(format!("textures/rpg/tiles/generic-rpg-tile{id:0>2}.png"))) .collect(); // a cube with multiple textures commands.spawn(MaterialMeshBundle { mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(BindlessMaterial { textures }), ..default() }); } #[derive(Asset, TypePath, Debug, Clone)] struct BindlessMaterial { textures: Vec>, } impl AsBindGroup for BindlessMaterial { type Data = (); fn as_bind_group( &self, layout: &BindGroupLayout, render_device: &RenderDevice, image_assets: &RenderAssets, fallback_image: &FallbackImage, ) -> Result, AsBindGroupError> { // retrieve the render resources from handles let mut images = vec![]; for handle in self.textures.iter().take(MAX_TEXTURE_COUNT) { match image_assets.get(handle) { Some(image) => images.push(image), None => return Err(AsBindGroupError::RetryNextUpdate), } } let fallback_image = &fallback_image.d2; let textures = vec![&fallback_image.texture_view; MAX_TEXTURE_COUNT]; // convert bevy's resource types to WGPU's references let mut textures: Vec<_> = textures.into_iter().map(|texture| &**texture).collect(); // fill in up to the first `MAX_TEXTURE_COUNT` textures and samplers to the arrays for (id, image) in images.into_iter().enumerate() { textures[id] = &*image.texture_view; } let bind_group = render_device.create_bind_group( "bindless_material_bind_group", layout, &BindGroupEntries::sequential((&textures[..], &fallback_image.sampler)), ); Ok(PreparedBindGroup { bindings: vec![], bind_group, data: (), }) } fn unprepared_bind_group( &self, _: &BindGroupLayout, _: &RenderDevice, _: &RenderAssets, _: &FallbackImage, ) -> Result, AsBindGroupError> { // we implement as_bind_group directly because panic!("bindless texture arrays can't be owned") // or rather, they can be owned, but then you can't make a `&'a [&'a TextureView]` from a vec of them in get_binding(). } fn bind_group_layout_entries(_: &RenderDevice) -> Vec where Self: Sized, { vec![ // @group(2) @binding(0) var textures: binding_array>; BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: NonZeroU32::new(MAX_TEXTURE_COUNT as u32), }, // @group(2) @binding(1) var nearest_sampler: sampler; BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, // Note: as textures, multiple samplers can also be bound onto one binding slot. // One may need to pay attention to the limit of sampler binding amount on some platforms. // count: NonZeroU32::new(MAX_TEXTURE_COUNT as u32), }, ] } } impl Material for BindlessMaterial { fn fragment_shader() -> ShaderRef { "shaders/texture_binding_array.wgsl".into() } }