bevy/examples/shader/array_texture.rs
Carter Anderson dd4a196329 Flexible camera bindings (#1689)
Alternative to #1203 and #1611

Camera bindings have historically been "hacked in". They were _required_ in all shaders and only supported a single Mat4. PBR (#1554) requires the CameraView matrix, but adding this using the "hacked" method forced users to either include all possible camera data in a single binding (#1203) or include all possible bindings (#1611).

This approach instead assigns each "active camera" its own RenderResourceBindings, which are populated by CameraNode. The PassNode then retrieves (and initializes) the relevant bind groups for all render pipelines used by visible entities. 

* Enables any number of camera bindings , including zero (with any set or binding number ... set 0 should still be used to avoid rebinds).
* Renames Camera binding to CameraViewProj
* Adds CameraView binding
2021-03-19 20:36:40 +00:00

155 lines
4.7 KiB
Rust

use bevy::{
prelude::*,
reflect::TypeUuid,
render::{
mesh::shape,
pipeline::{PipelineDescriptor, RenderPipeline},
render_graph::{base, AssetRenderResourcesNode, RenderGraph},
renderer::RenderResources,
shader::{ShaderStage, ShaderStages},
},
};
/// This example illustrates how to create a texture for use with a texture2DArray shader uniform
/// variable.
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.add_asset::<MyArrayTexture>()
.add_startup_system(setup.system())
.add_system(create_array_texture.system())
.run();
}
#[derive(RenderResources, Default, TypeUuid)]
#[uuid = "93fb26fc-6c05-489b-9029-601edf703b6b"]
struct MyArrayTexture {
pub texture: Handle<Texture>,
}
const VERTEX_SHADER: &str = r#"
#version 450
layout(location = 0) in vec3 Vertex_Position;
layout(location = 0) out vec4 v_Position;
layout(set = 0, binding = 0) uniform CameraViewProj {
mat4 ViewProj;
};
layout(set = 1, binding = 0) uniform Transform {
mat4 Model;
};
void main() {
v_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
gl_Position = v_Position;
}
"#;
const FRAGMENT_SHADER: &str = r#"
#version 450
layout(location = 0) in vec4 v_Position;
layout(location = 0) out vec4 o_Target;
layout(set = 2, binding = 0) uniform texture2DArray MyArrayTexture_texture;
layout(set = 2, binding = 1) uniform sampler MyArrayTexture_texture_sampler;
void main() {
// Screen-space coordinates determine which layer of the array texture we sample.
vec2 ss = v_Position.xy / v_Position.w;
float layer = 0.0;
if (ss.x > 0.0 && ss.y > 0.0) {
layer = 0.0;
} else if (ss.x < 0.0 && ss.y > 0.0) {
layer = 1.0;
} else if (ss.x > 0.0 && ss.y < 0.0) {
layer = 2.0;
} else {
layer = 3.0;
}
// Convert to texture coordinates.
vec2 uv = (ss + vec2(1.0)) / 2.0;
o_Target = texture(sampler2DArray(MyArrayTexture_texture, MyArrayTexture_texture_sampler), vec3(uv, layer));
}
"#;
struct LoadingTexture(Option<Handle<Texture>>);
struct MyPipeline(Handle<PipelineDescriptor>);
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut pipelines: ResMut<Assets<PipelineDescriptor>>,
mut shaders: ResMut<Assets<Shader>>,
mut render_graph: ResMut<RenderGraph>,
) {
// Start loading the texture.
commands.insert_resource(LoadingTexture(Some(
asset_server.load("textures/array_texture.png"),
)));
// Create a new shader pipeline.
let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
vertex: shaders.add(Shader::from_glsl(ShaderStage::Vertex, VERTEX_SHADER)),
fragment: Some(shaders.add(Shader::from_glsl(ShaderStage::Fragment, FRAGMENT_SHADER))),
}));
commands.insert_resource(MyPipeline(pipeline_handle));
// Add an AssetRenderResourcesNode to our Render Graph. This will bind MyArrayTexture resources
// to our shader.
render_graph.add_system_node(
"my_array_texture",
AssetRenderResourcesNode::<MyArrayTexture>::new(true),
);
// Add a Render Graph edge connecting our new "my_array_texture" node to the main pass node.
// This ensures "my_array_texture" runs before the main pass.
render_graph
.add_node_edge("my_array_texture", base::node::MAIN_PASS)
.unwrap();
commands.spawn(PerspectiveCameraBundle {
transform: Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
});
}
fn create_array_texture(
mut commands: Commands,
my_pipeline: Res<MyPipeline>,
mut loading_texture: ResMut<LoadingTexture>,
mut textures: ResMut<Assets<Texture>>,
mut meshes: ResMut<Assets<Mesh>>,
mut array_textures: ResMut<Assets<MyArrayTexture>>,
) {
let (handle, texture) = match loading_texture.0.as_ref() {
Some(handle) => {
if let Some(texture) = textures.get_mut(handle) {
(loading_texture.0.take().unwrap(), texture)
} else {
return;
}
}
None => return,
};
// Create a new array texture asset from the loaded texture.
let array_layers = 4;
texture.reinterpret_stacked_2d_as_array(array_layers);
let array_texture = array_textures.add(MyArrayTexture { texture: handle });
// Spawn a cube that's shaded using the array texture.
commands
.spawn(MeshBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
my_pipeline.0.clone(),
)]),
..Default::default()
})
.with(array_texture);
}