mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
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::{
|
|
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::build()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_asset::<MyArrayTexture>()
|
|
.add_startup_system(setup.system())
|
|
.add_system(create_array_texture.system())
|
|
.run();
|
|
}
|
|
|
|
#[derive(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);
|
|
}
|