bevy/examples/shader/array_texture.rs
Joona Aalto de888a373d
Migrate lights to required components (#15554)
# Objective

Another step in the migration to required components: lights!

Note that this does not include `EnvironmentMapLight` or reflection
probes yet, because their API hasn't been fully chosen yet.

## Solution

As per the [selected
proposals](https://hackmd.io/@bevy/required_components/%2FLLnzwz9XTxiD7i2jiUXkJg):

- Deprecate `PointLightBundle` in favor of the `PointLight` component
- Deprecate `SpotLightBundle` in favor of the `PointLight` component
- Deprecate `DirectionalLightBundle` in favor of the `DirectionalLight`
component

## Testing

I ran some examples with lights.

---

## Migration Guide

`PointLightBundle`, `SpotLightBundle`, and `DirectionalLightBundle` have
been deprecated. Use the `PointLight`, `SpotLight`, and
`DirectionalLight` components instead. Adding them will now insert the
other components required by them automatically.
2024-10-01 03:20:43 +00:00

97 lines
2.8 KiB
Rust

//! This example illustrates how to create a texture for use with a `texture_2d_array<f32>` shader
//! uniform variable.
use bevy::{
asset::LoadState,
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/array_texture.wgsl";
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
MaterialPlugin::<ArrayTextureMaterial>::default(),
))
.add_systems(Startup, setup)
.add_systems(Update, create_array_texture)
.run();
}
#[derive(Resource)]
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((
DirectionalLight::default(),
Transform::from_xyz(3.0, 2.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// camera
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()
});
}
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.load_state(loading_texture.handle.id()) != 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(Cuboid::default());
let material_handle = materials.add(ArrayTextureMaterial {
array_texture: loading_texture.handle.clone(),
});
for x in -5..=5 {
commands.spawn(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(Asset, TypePath, AsBindGroup, Debug, Clone)]
struct ArrayTextureMaterial {
#[texture(0, dimension = "2d_array")]
#[sampler(1)]
array_texture: Handle<Image>,
}
impl Material for ArrayTextureMaterial {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}