bevy/examples/shader/fallback_image.rs
Edgar Geier f18f28874a
Allow tuples and single plugins in add_plugins, deprecate add_plugin (#8097)
# Objective

- Better consistency with `add_systems`.
- Deprecating `add_plugin` in favor of a more powerful `add_plugins`.
- Allow passing `Plugin` to `add_plugins`.
- Allow passing tuples to `add_plugins`.

## Solution

- `App::add_plugins` now takes an `impl Plugins` parameter.
- `App::add_plugin` is deprecated.
- `Plugins` is a new sealed trait that is only implemented for `Plugin`,
`PluginGroup` and tuples over `Plugins`.
- All examples, benchmarks and tests are changed to use `add_plugins`,
using tuples where appropriate.

---

## Changelog

### Changed

- `App::add_plugins` now accepts all types that implement `Plugins`,
which is implemented for:
  - Types that implement `Plugin`.
  - Types that implement `PluginGroup`.
  - Tuples (up to 16 elements) over types that implement `Plugins`.
- Deprecated `App::add_plugin` in favor of `App::add_plugins`.

## Migration Guide

- Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-21 20:51:03 +00:00

79 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, TypeUuid},
render::render_resource::{AsBindGroup, ShaderRef},
};
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(Mesh::from(shape::Cube { size: 1.0 })),
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::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::default()
});
}
#[derive(AsBindGroup, Debug, Clone, TypePath, TypeUuid)]
#[uuid = "d4890167-0e16-4bfc-b812-434717f20409"]
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 {
"shaders/fallback_image_test.wgsl".into()
}
}