 992681b59b
			
		
	
	
		992681b59b
		
	
	
	
	
		
			
			*This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			105 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			105 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
 | |
|     asset::LoadState,
 | |
|     prelude::*,
 | |
|     reflect::TypeUuid,
 | |
|     render::render_resource::{AsBindGroup, ShaderRef},
 | |
| };
 | |
| 
 | |
| /// 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();
 | |
| }
 | |
| 
 | |
| #[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_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(AsBindGroup, Debug, Clone, TypeUuid)]
 | |
| #[uuid = "9c5a0ddf-1eaf-41b4-9832-ed736fd26af3"]
 | |
| struct ArrayTextureMaterial {
 | |
|     #[texture(0, dimension = "2d_array")]
 | |
|     #[sampler(1)]
 | |
|     array_texture: Handle<Image>,
 | |
| }
 | |
| 
 | |
| impl Material for ArrayTextureMaterial {
 | |
|     fn fragment_shader() -> ShaderRef {
 | |
|         "shaders/array_texture.wgsl".into()
 | |
|     }
 | |
| }
 |