
Extend the Texture asset type to support 3D data Textures are still loaded from images as 2D, but they can be reshaped according to how the render pipeline would like to use them. Also add an example of how this can be used with the texture2DArray uniform type.
154 lines
4.7 KiB
Rust
154 lines
4.7 KiB
Rust
use bevy::{
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prelude::*,
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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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type_registry::TypeUuid,
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};
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/// This example illustrates how to create a texture for use with a texture2DArray shader uniform variable.
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fn main() {
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App::build()
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.add_plugins(DefaultPlugins)
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.add_asset::<MyArrayTexture>()
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.add_startup_system(setup.system())
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.add_system(create_array_texture.system())
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.run();
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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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const VERTEX_SHADER: &str = r#"
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#version 450
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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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layout(set = 0, binding = 0) uniform Camera {
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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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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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const FRAGMENT_SHADER: &str = r#"
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#version 450
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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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layout(set = 1, binding = 1) uniform texture2DArray MyArrayTexture_texture;
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layout(set = 1, binding = 2) uniform sampler MyArrayTexture_texture_sampler;
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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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// Convert to texture coordinates.
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vec2 uv = (ss + vec2(1.0)) / 2.0;
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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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struct LoadingTexture(Option<Handle<Texture>>);
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struct MyPipeline(Handle<PipelineDescriptor>);
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fn setup(
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commands: &mut 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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// 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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// Add an AssetRenderResourcesNode to our Render Graph. This will bind MyArrayTexture resources 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. This ensures "my_array_texture"
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// 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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commands.spawn(Camera3dBundle {
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transform: Transform::from_translation(Vec3::new(2.0, 2.0, 2.0))
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.looking_at(Vec3::default(), Vec3::unit_y()),
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..Default::default()
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});
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}
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fn create_array_texture(
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commands: &mut 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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// 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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// Spawn a cube that's shaded using the array texture.
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commands
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.spawn(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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.with(array_texture);
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}
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