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array_texture.rs
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use bevy::{
asset::LoadState,
prelude::*,
reflect::TypeUuid,
render::{
render_asset::RenderAssets,
render_resource::{
AsBindGroup, AsBindGroupError, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingResource, BindingType,
OwnedBindingResource, PreparedBindGroup, SamplerBindingType, ShaderRef, ShaderStages,
TextureSampleType, TextureViewDimension,
},
renderer::RenderDevice,
texture::FallbackImage,
},
};
/// 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>,
}
impl Material for ArrayTextureMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/array_texture.wgsl".into()
}
}
impl AsBindGroup for ArrayTextureMaterial {
type Data = ();
fn as_bind_group(
&self,
layout: &BindGroupLayout,
render_device: &RenderDevice,
images: &RenderAssets<Image>,
_fallback_image: &FallbackImage,
) -> Result<PreparedBindGroup<Self>, AsBindGroupError> {
let image = images
.get(&self.array_texture)
.ok_or(AsBindGroupError::RetryNextUpdate)?;
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
entries: &[
BindGroupEntry {
binding: 0,
resource: BindingResource::TextureView(&image.texture_view),
},
BindGroupEntry {
binding: 1,
resource: BindingResource::Sampler(&image.sampler),
},
],
label: Some("array_texture_material_bind_group"),
layout,
});
Ok(PreparedBindGroup {
bind_group,
bindings: vec![
OwnedBindingResource::TextureView(image.texture_view.clone()),
OwnedBindingResource::Sampler(image.sampler.clone()),
],
data: (),
})
}
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,
})
}
}