bevy/examples/shader/array_texture.rs
Edgar Geier f18f28874a
Allow tuples and single plugins in add_plugins, deprecate add_plugin (#8097)
# Objective

- Better consistency with `add_systems`.
- Deprecating `add_plugin` in favor of a more powerful `add_plugins`.
- Allow passing `Plugin` to `add_plugins`.
- Allow passing tuples to `add_plugins`.

## Solution

- `App::add_plugins` now takes an `impl Plugins` parameter.
- `App::add_plugin` is deprecated.
- `Plugins` is a new sealed trait that is only implemented for `Plugin`,
`PluginGroup` and tuples over `Plugins`.
- All examples, benchmarks and tests are changed to use `add_plugins`,
using tuples where appropriate.

---

## Changelog

### Changed

- `App::add_plugins` now accepts all types that implement `Plugins`,
which is implemented for:
  - Types that implement `Plugin`.
  - Types that implement `PluginGroup`.
  - Tuples (up to 16 elements) over types that implement `Plugins`.
- Deprecated `App::add_plugin` in favor of `App::add_plugins`.

## Migration Guide

- Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-21 20:51:03 +00:00

106 lines
3 KiB
Rust

use bevy::{
asset::LoadState,
prelude::*,
reflect::{TypePath, TypeUuid},
render::render_resource::{AsBindGroup, ShaderRef},
};
/// This example illustrates how to create a texture for use with a `texture_2d_array<f32>` shader
/// uniform variable.
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
MaterialPlugin::<ArrayTextureMaterial>::default(),
))
.add_systems(Startup, setup)
.add_systems(Update, create_array_texture)
.run();
}
#[derive(Resource)]
struct LoadingTexture {
is_loaded: bool,
handle: Handle<Image>,
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// Start loading the texture.
commands.insert_resource(LoadingTexture {
is_loaded: false,
handle: asset_server.load("textures/array_texture.png"),
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 3000.0,
..Default::default()
},
transform: Transform::from_xyz(-3.0, 2.0, -1.0),
..Default::default()
});
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 3000.0,
..Default::default()
},
transform: Transform::from_xyz(3.0, 2.0, 1.0),
..Default::default()
});
// camera
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::default()
});
}
fn create_array_texture(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut loading_texture: ResMut<LoadingTexture>,
mut images: ResMut<Assets<Image>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ArrayTextureMaterial>>,
) {
if loading_texture.is_loaded
|| asset_server.get_load_state(loading_texture.handle.clone()) != LoadState::Loaded
{
return;
}
loading_texture.is_loaded = true;
let image = images.get_mut(&loading_texture.handle).unwrap();
// Create a new array texture asset from the loaded texture.
let array_layers = 4;
image.reinterpret_stacked_2d_as_array(array_layers);
// Spawn some cubes using the array texture
let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
let material_handle = materials.add(ArrayTextureMaterial {
array_texture: loading_texture.handle.clone(),
});
for x in -5..=5 {
commands.spawn(MaterialMeshBundle {
mesh: mesh_handle.clone(),
material: material_handle.clone(),
transform: Transform::from_xyz(x as f32 + 0.5, 0.0, 0.0),
..Default::default()
});
}
}
#[derive(AsBindGroup, Debug, Clone, TypeUuid, TypePath)]
#[uuid = "9c5a0ddf-1eaf-41b4-9832-ed736fd26af3"]
struct ArrayTextureMaterial {
#[texture(0, dimension = "2d_array")]
#[sampler(1)]
array_texture: Handle<Image>,
}
impl Material for ArrayTextureMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/array_texture.wgsl".into()
}
}