bevy/examples/shader/array_texture.rs
Robert Swain 84991d34f3 Array texture example (#5077)
# Objective

- Make the reusable PBR shading functionality a little more reusable
  - Add constructor functions for `StandardMaterial` and `PbrInput` structs to populate them with default values
  - Document unclear `PbrInput` members
- Demonstrate how to reuse the bevy PBR shading functionality
- The final important piece from #3969 as the initial shot at making the PBR shader code reusable in custom materials

## Solution

- Add back and rework the 'old' `array_texture` example from pre-0.6.
- Create a custom shader material
  - Use a single array texture binding and sampler for the material bind group
  - Use a shader that calls `pbr()` from the `bevy_pbr::pbr_functions` import
- Spawn a row of cubes using the custom material
- In the shader, select the array texture layer to sample by using the world position x coordinate modulo the number of array texture layers

<img width="1392" alt="Screenshot 2022-06-23 at 12 28 05" src="https://user-images.githubusercontent.com/302146/175278593-2296f519-f577-4ece-81c0-d842283784a1.png">

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-06-28 00:58:50 +00:00

190 lines
6.2 KiB
Rust

use bevy::{
asset::LoadState,
ecs::system::{lifetimeless::SRes, SystemParamItem},
pbr::MaterialPipeline,
prelude::*,
reflect::TypeUuid,
render::{
render_asset::{PrepareAssetError, RenderAsset, RenderAssets},
render_resource::{
BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingResource, BindingType,
SamplerBindingType, ShaderStages, TextureSampleType, TextureViewDimension,
},
renderer::RenderDevice,
},
};
/// This example illustrates how to create a texture for use with a `texture_2d_array<f32>` shader
/// uniform variable.
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(MaterialPlugin::<ArrayTextureMaterial>::default())
.add_startup_system(setup)
.add_system(create_array_texture)
.run();
}
struct LoadingTexture {
is_loaded: bool,
handle: Handle<Image>,
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// Start loading the texture.
commands.insert_resource(LoadingTexture {
is_loaded: false,
handle: asset_server.load("textures/array_texture.png"),
});
// light
commands.spawn_bundle(PointLightBundle {
point_light: PointLight {
intensity: 3000.0,
..Default::default()
},
transform: Transform::from_xyz(-3.0, 2.0, -1.0),
..Default::default()
});
commands.spawn_bundle(PointLightBundle {
point_light: PointLight {
intensity: 3000.0,
..Default::default()
},
transform: Transform::from_xyz(3.0, 2.0, 1.0),
..Default::default()
});
// camera
commands.spawn_bundle(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()
});
}
fn create_array_texture(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut loading_texture: ResMut<LoadingTexture>,
mut images: ResMut<Assets<Image>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ArrayTextureMaterial>>,
) {
if loading_texture.is_loaded
|| asset_server.get_load_state(loading_texture.handle.clone()) != LoadState::Loaded
{
return;
}
loading_texture.is_loaded = true;
let image = images.get_mut(&loading_texture.handle).unwrap();
// Create a new array texture asset from the loaded texture.
let array_layers = 4;
image.reinterpret_stacked_2d_as_array(array_layers);
// Spawn some cubes using the array texture
let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
let material_handle = materials.add(ArrayTextureMaterial {
array_texture: loading_texture.handle.clone(),
});
for x in -5..=5 {
commands.spawn_bundle(MaterialMeshBundle {
mesh: mesh_handle.clone(),
material: material_handle.clone(),
transform: Transform::from_xyz(x as f32 + 0.5, 0.0, 0.0),
..Default::default()
});
}
}
#[derive(Debug, Clone, TypeUuid)]
#[uuid = "9c5a0ddf-1eaf-41b4-9832-ed736fd26af3"]
struct ArrayTextureMaterial {
array_texture: Handle<Image>,
}
#[derive(Clone)]
pub struct GpuArrayTextureMaterial {
bind_group: BindGroup,
}
impl RenderAsset for ArrayTextureMaterial {
type ExtractedAsset = ArrayTextureMaterial;
type PreparedAsset = GpuArrayTextureMaterial;
type Param = (
SRes<RenderDevice>,
SRes<MaterialPipeline<Self>>,
SRes<RenderAssets<Image>>,
);
fn extract_asset(&self) -> Self::ExtractedAsset {
self.clone()
}
fn prepare_asset(
extracted_asset: Self::ExtractedAsset,
(render_device, material_pipeline, gpu_images): &mut SystemParamItem<Self::Param>,
) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
let (array_texture_texture_view, array_texture_sampler) = if let Some(result) =
material_pipeline
.mesh_pipeline
.get_image_texture(gpu_images, &Some(extracted_asset.array_texture.clone()))
{
result
} else {
return Err(PrepareAssetError::RetryNextUpdate(extracted_asset));
};
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
entries: &[
BindGroupEntry {
binding: 0,
resource: BindingResource::TextureView(array_texture_texture_view),
},
BindGroupEntry {
binding: 1,
resource: BindingResource::Sampler(array_texture_sampler),
},
],
label: Some("array_texture_material_bind_group"),
layout: &material_pipeline.material_layout,
});
Ok(GpuArrayTextureMaterial { bind_group })
}
}
impl Material for ArrayTextureMaterial {
fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
Some(asset_server.load("shaders/array_texture.wgsl"))
}
fn bind_group(render_asset: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup {
&render_asset.bind_group
}
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
// Array Texture
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2Array,
},
count: None,
},
// Array Texture Sampler
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
],
label: None,
})
}
}