mirror of
https://github.com/bevyengine/bevy
synced 2024-11-23 05:03:47 +00:00
05e5008624
# Objective - Fix / support KTX2 array / cubemap / cubemap array textures - Fixes #4495 . Supersedes #4514 . ## Solution - Add `Option<TextureViewDescriptor>` to `Image` to enable configuration of the `TextureViewDimension` of a texture. - This allows users to set `D2Array`, `D3`, `Cube`, `CubeArray` or whatever they need - Automatically configure this when loading KTX2 - Transcode all layers and faces instead of just one - Use the UASTC block size of 128 bits, and the number of blocks in x/y for a given mip level in order to determine the offset of the layer and face within the KTX2 mip level data - `wgpu` wants data ordered as layer 0 mip 0..n, layer 1 mip 0..n, etc. See https://docs.rs/wgpu/latest/wgpu/util/trait.DeviceExt.html#tymethod.create_texture_with_data - Reorder the data KTX2 mip X layer Y face Z to `wgpu` layer Y face Z mip X order - Add a `skybox` example to demonstrate / test loading cubemaps from PNG and KTX2, including ASTC 4x4, BC7, and ETC2 compression for support everywhere. Note that you need to enable the `ktx2,zstd` features to be able to load the compressed textures. --- ## Changelog - Fixed: KTX2 array / cubemap / cubemap array textures - Fixes: Validation failure for compressed textures stored in KTX2 where the width/height are not a multiple of the block dimensions. - Added: `Image` now has an `Option<TextureViewDescriptor>` field to enable configuration of the texture view. This is useful for configuring the `TextureViewDimension` when it is not just a plain 2D texture and the loader could/did not identify what it should be. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
24 lines
568 B
WebGPU Shading Language
24 lines
568 B
WebGPU Shading Language
#import bevy_pbr::mesh_view_bindings
|
|
|
|
#ifdef CUBEMAP_ARRAY
|
|
@group(1) @binding(0)
|
|
var base_color_texture: texture_cube_array<f32>;
|
|
#else
|
|
@group(1) @binding(0)
|
|
var base_color_texture: texture_cube<f32>;
|
|
#endif
|
|
|
|
@group(1) @binding(1)
|
|
var base_color_sampler: sampler;
|
|
|
|
@fragment
|
|
fn fragment(
|
|
#import bevy_pbr::mesh_vertex_output
|
|
) -> @location(0) vec4<f32> {
|
|
let fragment_position_view_lh = world_position.xyz * vec3<f32>(1.0, 1.0, -1.0);
|
|
return textureSample(
|
|
base_color_texture,
|
|
base_color_sampler,
|
|
fragment_position_view_lh
|
|
);
|
|
}
|