mirror of
https://github.com/bevyengine/bevy
synced 2024-12-23 19:43:07 +00:00
25bfa80e60
# 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.
96 lines
2.7 KiB
Rust
96 lines
2.7 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((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::new(1.5, 0.0, 0.0), Vec3::Y),
|
|
));
|
|
}
|
|
|
|
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((
|
|
Mesh3d(mesh_handle.clone()),
|
|
MeshMaterial3d(material_handle.clone()),
|
|
Transform::from_xyz(x as f32 + 0.5, 0.0, 0.0),
|
|
));
|
|
}
|
|
}
|
|
|
|
#[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()
|
|
}
|
|
}
|