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use bevy::{ |
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image::{ImageArrayLayout, ImageLoaderSettings}, |
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mesh::MeshTag, |
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prelude::*, |
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reflect::TypePath, |
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render::render_resource::AsBindGroup, |
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shader::ShaderRef, |
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}; |
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const SHADER_ASSET_PATH: &str = "shaders/array_texture.wesl"; |
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const TEXTURE_COUNT: u32 = 4; |
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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::<ArrayTextureMaterial>::default(), |
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)) |
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.add_systems(Startup, setup) |
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.add_systems(Update, update_mesh_tags) |
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.run(); |
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} |
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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<ArrayTextureMaterial>>, |
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asset_server: Res<AssetServer>, |
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) { |
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let array_texture = asset_server |
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.load_builder() |
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.with_settings(|settings: &mut ImageLoaderSettings| { |
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settings.array_layout = Some(ImageArrayLayout::RowCount { |
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rows: TEXTURE_COUNT, |
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}); |
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}) |
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.load("textures/array_texture.png"); |
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commands.spawn(( |
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DirectionalLight::default(), |
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Transform::from_xyz(3.0, 2.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y), |
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)); |
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commands.spawn(( |
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Camera3d::default(), |
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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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)); |
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let mesh_handle = meshes.add(Cuboid::default()); |
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let material_handle = materials.add(ArrayTextureMaterial { array_texture }); |
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for x in -5..=5 { |
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commands.spawn(( |
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Mesh3d(mesh_handle.clone()), |
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MeshMaterial3d(material_handle.clone()), |
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MeshTag::new(x as u32 % TEXTURE_COUNT), |
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Transform::from_xyz(x as f32 + 0.5, 0.0, 0.0), |
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)); |
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} |
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} |
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fn update_mesh_tags(time: Res<Time>, mut query: Query<&mut MeshTag>, mut timer: Local<Timer>) { |
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if timer.duration().is_zero() { |
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*timer = Timer::from_seconds(1.5, TimerMode::Repeating); |
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} |
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timer.tick(time.delta()); |
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if timer.just_finished() { |
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for mut tag in query.iter_mut() { |
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tag.value = (tag.value + 1) % TEXTURE_COUNT; |
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} |
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} |
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} |
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)] |
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struct ArrayTextureMaterial { |
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#[texture(0, dimension = "2d_array")] |
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#[sampler(1)] |
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array_texture: Handle<Image>, |
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} |
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impl Material for ArrayTextureMaterial { |
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fn fragment_shader() -> ShaderRef { |
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SHADER_ASSET_PATH.into() |
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} |
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} |