The examples won't work when copy-pasted to another project, without also copying their shader files. This change adds constants at the top of the files to bring attention to the dependencies. Follow up to [#13624](https://github.com/bevyengine/bevy/pull/13624#issuecomment-2143872791)
		
			
				
	
	
		
			82 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			82 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example tests that all texture dimensions are supported by
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//! `FallbackImage`.
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//!
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//! When running this example, you should expect to see a window that only draws
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//! the clear color. The test material does not shade any geometry; this example
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//! only tests that the images are initialized and bound so that the app does
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//! not panic.
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use bevy::{
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    prelude::*,
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    reflect::TypePath,
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    render::render_resource::{AsBindGroup, ShaderRef},
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};
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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/fallback_image_test.wgsl";
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fn main() {
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    App::new()
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        .add_plugins((
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            DefaultPlugins,
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            MaterialPlugin::<FallbackTestMaterial>::default(),
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        ))
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        .add_systems(Startup, setup)
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        .run();
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}
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fn setup(
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    mut commands: Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<FallbackTestMaterial>>,
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) {
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    commands.spawn(MaterialMeshBundle {
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        mesh: meshes.add(Cuboid::default()),
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        material: materials.add(FallbackTestMaterial {
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            image_1d: None,
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            image_2d: None,
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            image_2d_array: None,
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            image_cube: None,
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            image_cube_array: None,
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            image_3d: None,
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        }),
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        ..default()
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    });
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    commands.spawn(Camera3dBundle {
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        transform: Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::new(1.5, 0.0, 0.0), Vec3::Y),
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        ..default()
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    });
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}
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#[derive(AsBindGroup, Debug, Clone, Asset, TypePath)]
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struct FallbackTestMaterial {
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    #[texture(0, dimension = "1d")]
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    #[sampler(1)]
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    image_1d: Option<Handle<Image>>,
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    #[texture(2, dimension = "2d")]
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    #[sampler(3)]
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    image_2d: Option<Handle<Image>>,
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    #[texture(4, dimension = "2d_array")]
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    #[sampler(5)]
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    image_2d_array: Option<Handle<Image>>,
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    #[texture(6, dimension = "cube")]
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    #[sampler(7)]
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    image_cube: Option<Handle<Image>>,
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    #[texture(8, dimension = "cube_array")]
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    #[sampler(9)]
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    image_cube_array: Option<Handle<Image>>,
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    #[texture(10, dimension = "3d")]
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    #[sampler(11)]
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    image_3d: Option<Handle<Image>>,
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}
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impl Material for FallbackTestMaterial {
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    fn fragment_shader() -> ShaderRef {
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        SHADER_ASSET_PATH.into()
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    }
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}
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