bevy/examples/shader/array_texture.rs
Paweł Grabarz 07ed1d053e Implement and require #[derive(Component)] on all component structs (#2254)
This implements the most minimal variant of #1843 - a derive for marker trait. This is a prerequisite to more complicated features like statically defined storage type or opt-out component reflection.

In order to make component struct's purpose explicit and avoid misuse, it must be annotated with `#[derive(Component)]` (manual impl is discouraged for compatibility). Right now this is just a marker trait, but in the future it might be expanded. Making this change early allows us to make further changes later without breaking backward compatibility for derive macro users.

This already prevents a lot of issues, like using bundles in `insert` calls. Primitive types are no longer valid components as well. This can be easily worked around by adding newtype wrappers and deriving `Component` for them.

One funny example of prevented bad code (from our own tests) is when an newtype struct or enum variant is used. Previously, it was possible to write `insert(Newtype)` instead of `insert(Newtype(value))`. That code compiled, because function pointers (in this case newtype struct constructor) implement `Send + Sync + 'static`, so we allowed them to be used as components. This is no longer the case and such invalid code will trigger a compile error.


Co-authored-by: = <=>
Co-authored-by: TheRawMeatball <therawmeatball@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-10-03 19:23:44 +00:00

154 lines
4.7 KiB
Rust

use bevy::{
prelude::*,
reflect::TypeUuid,
render::{
mesh::shape,
pipeline::{PipelineDescriptor, RenderPipeline},
render_graph::{base, AssetRenderResourcesNode, RenderGraph},
renderer::RenderResources,
shader::{ShaderStage, ShaderStages},
},
};
/// This example illustrates how to create a texture for use with a texture2DArray shader uniform
/// variable.
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_asset::<MyArrayTexture>()
.add_startup_system(setup)
.add_system(create_array_texture)
.run();
}
#[derive(Component, RenderResources, Default, TypeUuid)]
#[uuid = "93fb26fc-6c05-489b-9029-601edf703b6b"]
struct MyArrayTexture {
pub texture: Handle<Texture>,
}
const VERTEX_SHADER: &str = r#"
#version 450
layout(location = 0) in vec3 Vertex_Position;
layout(location = 0) out vec4 v_Position;
layout(set = 0, binding = 0) uniform CameraViewProj {
mat4 ViewProj;
};
layout(set = 1, binding = 0) uniform Transform {
mat4 Model;
};
void main() {
v_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
gl_Position = v_Position;
}
"#;
const FRAGMENT_SHADER: &str = r#"
#version 450
layout(location = 0) in vec4 v_Position;
layout(location = 0) out vec4 o_Target;
layout(set = 2, binding = 0) uniform texture2DArray MyArrayTexture_texture;
layout(set = 2, binding = 1) uniform sampler MyArrayTexture_texture_sampler;
void main() {
// Screen-space coordinates determine which layer of the array texture we sample.
vec2 ss = v_Position.xy / v_Position.w;
float layer = 0.0;
if (ss.x > 0.0 && ss.y > 0.0) {
layer = 0.0;
} else if (ss.x < 0.0 && ss.y > 0.0) {
layer = 1.0;
} else if (ss.x > 0.0 && ss.y < 0.0) {
layer = 2.0;
} else {
layer = 3.0;
}
// Convert to texture coordinates.
vec2 uv = (ss + vec2(1.0)) / 2.0;
o_Target = texture(sampler2DArray(MyArrayTexture_texture, MyArrayTexture_texture_sampler), vec3(uv, layer));
}
"#;
struct LoadingTexture(Option<Handle<Texture>>);
struct MyPipeline(Handle<PipelineDescriptor>);
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut pipelines: ResMut<Assets<PipelineDescriptor>>,
mut shaders: ResMut<Assets<Shader>>,
mut render_graph: ResMut<RenderGraph>,
) {
// Start loading the texture.
commands.insert_resource(LoadingTexture(Some(
asset_server.load("textures/array_texture.png"),
)));
// Create a new shader pipeline.
let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
vertex: shaders.add(Shader::from_glsl(ShaderStage::Vertex, VERTEX_SHADER)),
fragment: Some(shaders.add(Shader::from_glsl(ShaderStage::Fragment, FRAGMENT_SHADER))),
}));
commands.insert_resource(MyPipeline(pipeline_handle));
// Add an AssetRenderResourcesNode to our Render Graph. This will bind MyArrayTexture resources
// to our shader.
render_graph.add_system_node(
"my_array_texture",
AssetRenderResourcesNode::<MyArrayTexture>::new(true),
);
// Add a Render Graph edge connecting our new "my_array_texture" node to the main pass node.
// This ensures "my_array_texture" runs before the main pass.
render_graph
.add_node_edge("my_array_texture", base::node::MAIN_PASS)
.unwrap();
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
});
}
fn create_array_texture(
mut commands: Commands,
my_pipeline: Res<MyPipeline>,
mut loading_texture: ResMut<LoadingTexture>,
mut textures: ResMut<Assets<Texture>>,
mut meshes: ResMut<Assets<Mesh>>,
mut array_textures: ResMut<Assets<MyArrayTexture>>,
) {
let (handle, texture) = match loading_texture.0.as_ref() {
Some(handle) => {
if let Some(texture) = textures.get_mut(handle) {
(loading_texture.0.take().unwrap(), texture)
} else {
return;
}
}
None => return,
};
// Create a new array texture asset from the loaded texture.
let array_layers = 4;
texture.reinterpret_stacked_2d_as_array(array_layers);
let array_texture = array_textures.add(MyArrayTexture { texture: handle });
// Spawn a cube that's shaded using the array texture.
commands
.spawn_bundle(MeshBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
my_pipeline.0.clone(),
)]),
..Default::default()
})
.insert(array_texture);
}