//! A shader that binds several textures onto one //! `binding_array>` shader binding slot and sample non-uniformly. use bevy::{ ecs::system::{lifetimeless::SRes, SystemParamItem}, prelude::*, reflect::TypePath, render::{ render_asset::RenderAssets, render_resource::{ binding_types::{sampler, texture_2d}, *, }, renderer::RenderDevice, texture::{FallbackImage, GpuImage}, RenderApp, }, }; use std::{num::NonZero, process::exit}; /// This example uses a shader source file from the assets subdirectory const SHADER_ASSET_PATH: &str = "shaders/texture_binding_array.wgsl"; 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 Some(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(( Camera3d::default(), Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y), )); // 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(( Mesh3d(meshes.add(Cuboid::default())), MeshMaterial3d(materials.add(BindlessMaterial { textures })), )); } #[derive(Asset, TypePath, Debug, Clone)] struct BindlessMaterial { textures: Vec>, } impl AsBindGroup for BindlessMaterial { type Data = (); type Param = (SRes>, SRes); fn as_bind_group( &self, layout: &BindGroupLayout, render_device: &RenderDevice, (image_assets, fallback_image): &mut SystemParamItem<'_, '_, Self::Param>, ) -> 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: BindingResources(vec![]), bind_group, data: (), }) } fn unprepared_bind_group( &self, _layout: &BindGroupLayout, _render_device: &RenderDevice, _param: &mut SystemParamItem<'_, '_, Self::Param>, ) -> 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, { BindGroupLayoutEntries::with_indices( // The layout entries will only be visible in the fragment stage ShaderStages::FRAGMENT, ( // Screen texture // // @group(2) @binding(0) var textures: binding_array>; ( 0, texture_2d(TextureSampleType::Float { filterable: true }) .count(NonZero::::new(MAX_TEXTURE_COUNT as u32).unwrap()), ), // Sampler // // @group(2) @binding(1) var nearest_sampler: sampler; // // Note: as with textures, multiple samplers can also be bound // onto one binding slot: // // ``` // sampler(SamplerBindingType::Filtering) // .count(NonZero::::new(MAX_TEXTURE_COUNT as u32).unwrap()), // ``` // // One may need to pay attention to the limit of sampler binding // amount on some platforms. (1, sampler(SamplerBindingType::Filtering)), ), ) .to_vec() } } impl Material for BindlessMaterial { fn fragment_shader() -> ShaderRef { SHADER_ASSET_PATH.into() } }