153 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			153 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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/// 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 = 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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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_xyz(2.0, 2.0, 2.0).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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