 11b41206eb
			
		
	
	
		11b41206eb
		
	
	
	
	
		
			
			This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals: 1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main` 2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. I split this up into 3 commits: 1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`). 2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1). 3. **support manual archetype updates in QueryState**: same situation as (2).
		
			
				
	
	
		
			155 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			155 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
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|     prelude::*,
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|     reflect::TypeUuid,
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|     render::{
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|         mesh::shape,
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|         pipeline::{PipelineDescriptor, RenderPipeline},
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|         render_graph::{base, AssetRenderResourcesNode, RenderGraph},
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|         renderer::RenderResources,
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|         shader::{ShaderStage, ShaderStages},
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|     },
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| };
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| 
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| /// This example illustrates how to create a texture for use with a texture2DArray shader uniform
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| /// variable.
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_asset::<MyArrayTexture>()
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|         .add_startup_system(setup)
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|         .add_system(create_array_texture)
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|         .run();
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| }
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| 
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| #[derive(RenderResources, Default, TypeUuid)]
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| #[uuid = "93fb26fc-6c05-489b-9029-601edf703b6b"]
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| struct MyArrayTexture {
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|     pub texture: Handle<Texture>,
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| }
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| 
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| const VERTEX_SHADER: &str = r#"
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| #version 450
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| 
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| layout(location = 0) in vec3 Vertex_Position;
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| layout(location = 0) out vec4 v_Position;
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| 
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| layout(set = 0, binding = 0) uniform CameraViewProj {
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|     mat4 ViewProj;
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| };
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| layout(set = 1, binding = 0) uniform Transform {
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|     mat4 Model;
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| };
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| 
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| void main() {
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|     v_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
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|     gl_Position = v_Position;
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| }
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| "#;
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| 
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| const FRAGMENT_SHADER: &str = r#"
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| #version 450
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| 
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| layout(location = 0) in vec4 v_Position;
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| layout(location = 0) out vec4 o_Target;
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| 
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| layout(set = 2, binding = 0) uniform texture2DArray MyArrayTexture_texture;
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| layout(set = 2, binding = 1) uniform sampler MyArrayTexture_texture_sampler;
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| 
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| void main() {
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|     // Screen-space coordinates determine which layer of the array texture we sample.
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|     vec2 ss = v_Position.xy / v_Position.w;
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|     float layer = 0.0;
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|     if (ss.x > 0.0 && ss.y > 0.0) {
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|         layer = 0.0;
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|     } else if (ss.x < 0.0 && ss.y > 0.0) {
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|         layer = 1.0;
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|     } else if (ss.x > 0.0 && ss.y < 0.0) {
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|         layer = 2.0;
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|     } else {
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|         layer = 3.0;
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|     }
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| 
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|     // Convert to texture coordinates.
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|     vec2 uv = (ss + vec2(1.0)) / 2.0;
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| 
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|     o_Target = texture(sampler2DArray(MyArrayTexture_texture, MyArrayTexture_texture_sampler), vec3(uv, layer));
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| }
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| "#;
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| 
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| struct LoadingTexture(Option<Handle<Texture>>);
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| 
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| struct MyPipeline(Handle<PipelineDescriptor>);
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| 
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| fn setup(
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|     mut commands: Commands,
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|     asset_server: Res<AssetServer>,
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|     mut pipelines: ResMut<Assets<PipelineDescriptor>>,
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|     mut shaders: ResMut<Assets<Shader>>,
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|     mut render_graph: ResMut<RenderGraph>,
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| ) {
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|     // Start loading the texture.
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|     commands.insert_resource(LoadingTexture(Some(
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|         asset_server.load("textures/array_texture.png"),
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|     )));
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| 
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|     // Create a new shader pipeline.
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|     let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
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|         vertex: shaders.add(Shader::from_glsl(ShaderStage::Vertex, VERTEX_SHADER)),
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|         fragment: Some(shaders.add(Shader::from_glsl(ShaderStage::Fragment, FRAGMENT_SHADER))),
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|     }));
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|     commands.insert_resource(MyPipeline(pipeline_handle));
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| 
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|     // Add an AssetRenderResourcesNode to our Render Graph. This will bind MyArrayTexture resources
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|     // to our shader.
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|     render_graph.add_system_node(
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|         "my_array_texture",
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|         AssetRenderResourcesNode::<MyArrayTexture>::new(true),
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|     );
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|     // Add a Render Graph edge connecting our new "my_array_texture" node to the main pass node.
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|     // This ensures "my_array_texture" runs before the main pass.
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|     render_graph
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|         .add_node_edge("my_array_texture", base::node::MAIN_PASS)
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|         .unwrap();
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| 
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|     commands.spawn_bundle(PerspectiveCameraBundle {
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|         transform: Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..Default::default()
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|     });
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| }
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| 
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| fn create_array_texture(
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|     mut commands: Commands,
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|     my_pipeline: Res<MyPipeline>,
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|     mut loading_texture: ResMut<LoadingTexture>,
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|     mut textures: ResMut<Assets<Texture>>,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut array_textures: ResMut<Assets<MyArrayTexture>>,
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| ) {
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|     let (handle, texture) = match loading_texture.0.as_ref() {
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|         Some(handle) => {
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|             if let Some(texture) = textures.get_mut(handle) {
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|                 (loading_texture.0.take().unwrap(), texture)
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|             } else {
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|                 return;
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|             }
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|         }
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|         None => return,
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|     };
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| 
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|     // Create a new array texture asset from the loaded texture.
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|     let array_layers = 4;
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|     texture.reinterpret_stacked_2d_as_array(array_layers);
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|     let array_texture = array_textures.add(MyArrayTexture { texture: handle });
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| 
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|     // Spawn a cube that's shaded using the array texture.
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|     commands
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|         .spawn_bundle(MeshBundle {
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|             mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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|             render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
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|                 my_pipeline.0.clone(),
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|             )]),
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|             ..Default::default()
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|         })
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|         .insert(array_texture);
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| }
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