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https://github.com/bevyengine/bevy
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81b53d15d4
Resolves #1253 #1562 This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder. In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions. I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
154 lines
4.7 KiB
Rust
154 lines
4.7 KiB
Rust
use bevy::{
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prelude::*,
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reflect::TypeUuid,
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render::{
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mesh::shape,
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pipeline::{PipelineDescriptor, RenderPipeline},
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render_graph::{base, AssetRenderResourcesNode, RenderGraph},
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renderer::RenderResources,
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shader::{ShaderStage, ShaderStages},
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},
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};
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/// This example illustrates how to create a texture for use with a texture2DArray shader uniform
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/// variable.
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fn main() {
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App::build()
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.add_plugins(DefaultPlugins)
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.add_asset::<MyArrayTexture>()
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.add_startup_system(setup.system())
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.add_system(create_array_texture.system())
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.run();
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}
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#[derive(RenderResources, Default, TypeUuid)]
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#[uuid = "93fb26fc-6c05-489b-9029-601edf703b6b"]
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struct MyArrayTexture {
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pub texture: Handle<Texture>,
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}
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const VERTEX_SHADER: &str = r#"
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#version 450
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layout(location = 0) in vec3 Vertex_Position;
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layout(location = 0) out vec4 v_Position;
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layout(set = 0, binding = 0) uniform CameraViewProj {
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mat4 ViewProj;
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};
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layout(set = 1, binding = 0) uniform Transform {
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mat4 Model;
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};
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void main() {
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v_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
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gl_Position = v_Position;
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}
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"#;
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const FRAGMENT_SHADER: &str = r#"
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#version 450
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layout(location = 0) in vec4 v_Position;
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layout(location = 0) out vec4 o_Target;
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layout(set = 2, binding = 0) uniform texture2DArray MyArrayTexture_texture;
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layout(set = 2, binding = 1) uniform sampler MyArrayTexture_texture_sampler;
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void main() {
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// Screen-space coordinates determine which layer of the array texture we sample.
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vec2 ss = v_Position.xy / v_Position.w;
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float layer = 0.0;
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if (ss.x > 0.0 && ss.y > 0.0) {
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layer = 0.0;
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} else if (ss.x < 0.0 && ss.y > 0.0) {
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layer = 1.0;
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} else if (ss.x > 0.0 && ss.y < 0.0) {
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layer = 2.0;
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} else {
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layer = 3.0;
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}
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// Convert to texture coordinates.
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vec2 uv = (ss + vec2(1.0)) / 2.0;
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o_Target = texture(sampler2DArray(MyArrayTexture_texture, MyArrayTexture_texture_sampler), vec3(uv, layer));
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}
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"#;
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struct LoadingTexture(Option<Handle<Texture>>);
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struct MyPipeline(Handle<PipelineDescriptor>);
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut pipelines: ResMut<Assets<PipelineDescriptor>>,
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mut shaders: ResMut<Assets<Shader>>,
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mut render_graph: ResMut<RenderGraph>,
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) {
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// Start loading the texture.
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commands.insert_resource(LoadingTexture(Some(
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asset_server.load("textures/array_texture.png"),
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)));
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// Create a new shader pipeline.
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let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
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vertex: shaders.add(Shader::from_glsl(ShaderStage::Vertex, VERTEX_SHADER)),
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fragment: Some(shaders.add(Shader::from_glsl(ShaderStage::Fragment, FRAGMENT_SHADER))),
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}));
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commands.insert_resource(MyPipeline(pipeline_handle));
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// Add an AssetRenderResourcesNode to our Render Graph. This will bind MyArrayTexture resources
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// to our shader.
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render_graph.add_system_node(
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"my_array_texture",
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AssetRenderResourcesNode::<MyArrayTexture>::new(true),
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);
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// Add a Render Graph edge connecting our new "my_array_texture" node to the main pass node.
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// This ensures "my_array_texture" runs before the main pass.
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render_graph
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.add_node_edge("my_array_texture", base::node::MAIN_PASS)
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.unwrap();
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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});
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}
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fn create_array_texture(
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mut commands: Commands,
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my_pipeline: Res<MyPipeline>,
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mut loading_texture: ResMut<LoadingTexture>,
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mut textures: ResMut<Assets<Texture>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut array_textures: ResMut<Assets<MyArrayTexture>>,
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) {
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let (handle, texture) = match loading_texture.0.as_ref() {
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Some(handle) => {
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if let Some(texture) = textures.get_mut(handle) {
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(loading_texture.0.take().unwrap(), texture)
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} else {
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return;
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}
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}
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None => return,
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};
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// Create a new array texture asset from the loaded texture.
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let array_layers = 4;
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texture.reinterpret_stacked_2d_as_array(array_layers);
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let array_texture = array_textures.add(MyArrayTexture { texture: handle });
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// Spawn a cube that's shaded using the array texture.
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commands
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.spawn_bundle(MeshBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
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my_pipeline.0.clone(),
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)]),
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..Default::default()
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})
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.insert(array_texture);
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}
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