fallback_image/
fallback_image.rs

1//! This example tests that all texture dimensions are supported by
2//! `FallbackImage`.
3//!
4//! When running this example, you should expect to see a window that only draws
5//! the clear color. The test material does not shade any geometry; this example
6//! only tests that the images are initialized and bound so that the app does
7//! not panic.
8use bevy::{
9    prelude::*, reflect::TypePath, render::render_resource::AsBindGroup, shader::ShaderRef,
10};
11
12/// This example uses a shader source file from the assets subdirectory
13const SHADER_ASSET_PATH: &str = "shaders/fallback_image_test.wgsl";
14
15fn main() {
16    App::new()
17        .add_plugins((
18            DefaultPlugins,
19            MaterialPlugin::<FallbackTestMaterial>::default(),
20        ))
21        .add_systems(Startup, setup)
22        .run();
23}
24
25fn setup(
26    mut commands: Commands,
27    mut meshes: ResMut<Assets<Mesh>>,
28    mut materials: ResMut<Assets<FallbackTestMaterial>>,
29) {
30    commands.spawn((
31        Mesh3d(meshes.add(Cuboid::default())),
32        MeshMaterial3d(materials.add(FallbackTestMaterial {
33            image_1d: None,
34            image_2d: None,
35            image_2d_array: None,
36            image_cube: None,
37            image_cube_array: None,
38            image_3d: None,
39        })),
40    ));
41    commands.spawn((
42        Camera3d::default(),
43        Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::new(1.5, 0.0, 0.0), Vec3::Y),
44    ));
45}
46
47#[derive(AsBindGroup, Debug, Clone, Asset, TypePath)]
48struct FallbackTestMaterial {
49    #[texture(0, dimension = "1d")]
50    #[sampler(1)]
51    image_1d: Option<Handle<Image>>,
52
53    #[texture(2, dimension = "2d")]
54    #[sampler(3)]
55    image_2d: Option<Handle<Image>>,
56
57    #[texture(4, dimension = "2d_array")]
58    #[sampler(5)]
59    image_2d_array: Option<Handle<Image>>,
60
61    #[texture(6, dimension = "cube")]
62    #[sampler(7)]
63    image_cube: Option<Handle<Image>>,
64
65    #[texture(8, dimension = "cube_array")]
66    #[sampler(9)]
67    image_cube_array: Option<Handle<Image>>,
68
69    #[texture(10, dimension = "3d")]
70    #[sampler(11)]
71    image_3d: Option<Handle<Image>>,
72}
73
74impl Material for FallbackTestMaterial {
75    fn fragment_shader() -> ShaderRef {
76        SHADER_ASSET_PATH.into()
77    }
78}