bevy/examples/shader/fallback_image.rs
Joona Aalto 25bfa80e60
Migrate cameras to required components (#15641)
# Objective

Yet another PR for migrating stuff to required components. This time,
cameras!

## Solution

As per the [selected
proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected),
deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d`
and `Camera3d`.

Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning,
as suggested by Cart [on
Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273).
I would personally like cameras to work a bit differently and be split
into a few more components, to avoid some footguns and confusing
semantics, but that is more controversial, and shouldn't block this core
migration.

## Testing

I ran a few 2D and 3D examples, and tried cameras with and without
render graphs.

---

## Migration Guide

`Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of
`Camera2d` and `Camera3d`. Inserting them will now also insert the other
components required by them automatically.
2024-10-05 01:59:52 +00:00

80 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,
render::render_resource::{AsBindGroup, ShaderRef},
};
/// This example uses a shader source file from the assets subdirectory
const SHADER_ASSET_PATH: &str = "shaders/fallback_image_test.wgsl";
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((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(FallbackTestMaterial {
image_1d: None,
image_2d: None,
image_2d_array: None,
image_cube: None,
image_cube_array: None,
image_3d: None,
})),
));
commands.spawn((
Camera3d::default(),
Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::new(1.5, 0.0, 0.0), Vec3::Y),
));
}
#[derive(AsBindGroup, Debug, Clone, Asset, TypePath)]
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 {
SHADER_ASSET_PATH.into()
}
}