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use bevy::{ |
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prelude::*, reflect::TypePath, render::render_resource::AsBindGroup, shader::ShaderRef, |
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}; |
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const SHADER_ASSET_PATH: &str = "shaders/fallback_image_test.wesl"; |
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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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|
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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(( |
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Mesh3d(meshes.add(Cuboid::default())), |
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MeshMaterial3d(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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)); |
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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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} |
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#[derive(AsBindGroup, Debug, Clone, Asset, TypePath)] |
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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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SHADER_ASSET_PATH.into() |
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} |
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} |