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_systems(Startup, setup)
 | 
						|
        .add_systems(Update, 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(PointLightBundle {
 | 
						|
        point_light: PointLight {
 | 
						|
            intensity: 3000.0,
 | 
						|
            ..Default::default()
 | 
						|
        },
 | 
						|
        transform: Transform::from_xyz(-3.0, 2.0, -1.0),
 | 
						|
        ..Default::default()
 | 
						|
    });
 | 
						|
    commands.spawn(PointLightBundle {
 | 
						|
        point_light: PointLight {
 | 
						|
            intensity: 3000.0,
 | 
						|
            ..Default::default()
 | 
						|
        },
 | 
						|
        transform: Transform::from_xyz(3.0, 2.0, 1.0),
 | 
						|
        ..Default::default()
 | 
						|
    });
 | 
						|
 | 
						|
    // camera
 | 
						|
    commands.spawn(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(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()
 | 
						|
    }
 | 
						|
}
 |