bevy/examples/shader/fallback_image.rs
Kornel 435d9bc02c
Highlight dependency on shader files in examples (#13824)
The examples won't work when copy-pasted to another project, without
also copying their shader files. This change adds constants at the top
of the files to bring attention to the dependencies.

Follow up to
[#13624](https://github.com/bevyengine/bevy/pull/13624#issuecomment-2143872791)
2024-06-12 14:16:01 +00:00

81 lines
2.2 KiB
Rust

//! 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::<FallbackTestMaterial>::default(),
))
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<FallbackTestMaterial>>,
) {
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<Handle<Image>>,
#[texture(2, dimension = "2d")]
#[sampler(3)]
image_2d: Option<Handle<Image>>,
#[texture(4, dimension = "2d_array")]
#[sampler(5)]
image_2d_array: Option<Handle<Image>>,
#[texture(6, dimension = "cube")]
#[sampler(7)]
image_cube: Option<Handle<Image>>,
#[texture(8, dimension = "cube_array")]
#[sampler(9)]
image_cube_array: Option<Handle<Image>>,
#[texture(10, dimension = "3d")]
#[sampler(11)]
image_3d: Option<Handle<Image>>,
}
impl Material for FallbackTestMaterial {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}