 50a44417ba
			
		
	
	
		50a44417ba
		
	
	
	
	
		
			
			# Objective - Provide better compile-time errors and diagnostics. - Add more options to allow more textures types and sampler types. - Update array_texture example to use upgraded AsBindGroup derive macro. ## Solution Split out the parsing of the inner struct/field attributes (the inside part of a `#[foo(...)]` attribute) for better clarity Parse the binding index for all inner attributes, as it is part of all attributes (`#[foo(0, ...)`), then allow each attribute implementer to parse the rest of the attribute metadata as needed. This should make it very trivial to extend/change if needed in the future. Replaced invocations of `panic!` with the `syn::Error` type, providing fine-grained errors that retains span information. This provides much nicer compile-time errors, and even better IDE errors.  Updated the array_texture example to demonstrate the new changes. ## New AsBindGroup attribute options ### `#[texture(u32, ...)]` Where `...` is an optional list of arguments. | Arguments | Values | Default | |-------------- |---------------------------------------------------------------- | ----------- | | dimension = "..." | `"1d"`, `"2d"`, `"2d_array"`, `"3d"`, `"cube"`, `"cube_array"` | `"2d"` | | sample_type = "..." | `"float"`, `"depth"`, `"s_int"` or `"u_int"` | `"float"` | | filterable = ... | `true`, `false` | `true` | | multisampled = ... | `true`, `false` | `false` | | visibility(...) | `all`, `none`, or a list-combination of `vertex`, `fragment`, `compute` | `vertex`, `fragment` | Example: `#[texture(0, dimension = "2d_array", visibility(vertex, fragment))]` ### `#[sampler(u32, ...)]` Where `...` is an optional list of arguments. | Arguments | Values | Default | |----------- |--------------------------------------------------- | ----------- | | sampler_type = "..." | `"filtering"`, `"non_filtering"`, `"comparison"`. | `"filtering"` | | visibility(...) | `all`, `none`, or a list-combination of `vertex`, `fragment`, `compute` | `vertex`, `fragment` | Example: `#[sampler(0, sampler_type = "filtering", visibility(vertex, fragment)]` ## Changelog - Added more options to `#[texture(...)]` and `#[sampler(...)]` attributes, supporting more kinds of materials. See above for details. - Upgraded IDE and compile-time error messages. - Updated array_texture example using the new options.
		
			
				
	
	
		
			104 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			104 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();
 | |
| }
 | |
| 
 | |
| 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()
 | |
|     }
 | |
| }
 |