Support Warning
WebGPU is currently only supported on Chrome starting with version 113, and only on desktop. If they don't work on your configuration, you can check the WebGL2 examples
here.
Support for WebGPU in Bevy hasn't been released yet, this example has been compiled using the main branch.
use bevy::{
asset::LoadState,
prelude::*,
reflect::TypeUuid,
render::render_resource::{AsBindGroup, ShaderRef},
};
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>) {
commands.insert_resource(LoadingTexture {
is_loaded: false,
handle: asset_server.load("textures/array_texture.png"),
});
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()
});
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();
let array_layers = 4;
image.reinterpret_stacked_2d_as_array(array_layers);
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()
}
}