# Objective - Better consistency with `add_systems`. - Deprecating `add_plugin` in favor of a more powerful `add_plugins`. - Allow passing `Plugin` to `add_plugins`. - Allow passing tuples to `add_plugins`. ## Solution - `App::add_plugins` now takes an `impl Plugins` parameter. - `App::add_plugin` is deprecated. - `Plugins` is a new sealed trait that is only implemented for `Plugin`, `PluginGroup` and tuples over `Plugins`. - All examples, benchmarks and tests are changed to use `add_plugins`, using tuples where appropriate. --- ## Changelog ### Changed - `App::add_plugins` now accepts all types that implement `Plugins`, which is implemented for: - Types that implement `Plugin`. - Types that implement `PluginGroup`. - Tuples (up to 16 elements) over types that implement `Plugins`. - Deprecated `App::add_plugin` in favor of `App::add_plugins`. ## Migration Guide - Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			80 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			80 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, TypeUuid},
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    render::render_resource::{AsBindGroup, ShaderRef},
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};
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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(Mesh::from(shape::Cube { size: 1.0 })),
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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::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::default()
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    });
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}
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#[derive(AsBindGroup, Debug, Clone, TypePath, TypeUuid)]
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#[uuid = "d4890167-0e16-4bfc-b812-434717f20409"]
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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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        "shaders/fallback_image_test.wgsl".into()
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    }
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}
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