use bevy::{
image::{ImageArrayLayout, ImageLoaderSettings},
mesh::MeshTag,
prelude::*,
reflect::TypePath,
render::render_resource::AsBindGroup,
shader::ShaderRef,
};
const SHADER_ASSET_PATH: &str = "shaders/array_texture.wgsl";
const TEXTURE_COUNT: u32 = 4;
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
MaterialPlugin::<ArrayTextureMaterial>::default(),
))
.add_systems(Startup, setup)
.add_systems(Update, update_mesh_tags)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ArrayTextureMaterial>>,
asset_server: Res<AssetServer>,
) {
let array_texture = asset_server.load_with_settings(
"textures/array_texture.png",
|settings: &mut ImageLoaderSettings| {
settings.array_layout = Some(ImageArrayLayout::RowCount {
rows: TEXTURE_COUNT,
});
},
);
commands.spawn((
DirectionalLight::default(),
Transform::from_xyz(3.0, 2.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
));
commands.spawn((
Camera3d::default(),
Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::new(1.5, 0.0, 0.0), Vec3::Y),
));
let mesh_handle = meshes.add(Cuboid::default());
let material_handle = materials.add(ArrayTextureMaterial { array_texture });
for x in -5..=5 {
commands.spawn((
Mesh3d(mesh_handle.clone()),
MeshMaterial3d(material_handle.clone()),
MeshTag(x as u32 % TEXTURE_COUNT),
Transform::from_xyz(x as f32 + 0.5, 0.0, 0.0),
));
}
}
fn update_mesh_tags(time: Res<Time>, mut query: Query<&mut MeshTag>, mut timer: Local<Timer>) {
if timer.duration().is_zero() {
*timer = Timer::from_seconds(1.5, TimerMode::Repeating);
}
timer.tick(time.delta());
if timer.just_finished() {
for mut tag in query.iter_mut() {
tag.0 = (tag.0 + 1) % TEXTURE_COUNT;
}
}
}
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
struct ArrayTextureMaterial {
#[texture(0, dimension = "2d_array")]
#[sampler(1)]
array_texture: Handle<Image>,
}
impl Material for ArrayTextureMaterial {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}