textures, how DO they work?

This commit is contained in:
2025-12-28 12:04:49 -05:00
parent befa390e4b
commit 58b757a838
3 changed files with 45 additions and 23 deletions

View File

@@ -1,11 +1,8 @@
use std::default;
use bevy::{
asset::RenderAssetUsages,
image::ImageSamplerDescriptor,
prelude::*,
render::{
render_resource::{Extent3d, SamplerDescriptor, TextureDimension, TextureFormat, TextureUsages},
render_resource::{Extent3d, TextureDimension, TextureFormat, TextureUsages, TextureViewDimension},
view::RenderLayers,
},
window::PrimaryWindow,
@@ -28,6 +25,9 @@ pub enum AssetLoad {
Ready,
}
#[derive(Debug, Resource)]
struct SkyboxAsset(Handle<Image>);
impl Plugin for Blackhole {
fn build(&self, app: &mut App) {
app.register_type::<TracerRenderTextures>();
@@ -88,14 +88,28 @@ fn setup(
| TextureUsages::COPY_DST
| TextureUsages::RENDER_ATTACHMENT;
let img0 = images.add(image.clone());
let img1 = images.add(image);
let render0 = images.add(image.clone());
let render1 = images.add(image);
let skybox = asset_server.load("sky-test.png");
let mut skybox_render_image = Image::new_fill(
Extent3d {
width: 1024,
height: 768,
..Default::default()
},
TextureDimension::D3,
&[255; PIXEL_SIZE],
PIXEL_FORMAT,
RenderAssetUsages::RENDER_WORLD,
);
skybox_render_image.texture_descriptor.usage = TextureUsages::TEXTURE_BINDING | TextureUsages::RENDER_ATTACHMENT;
let skybox_render_image_handle = images.add(skybox_render_image);
let skybox_asset = asset_server.load("sky-test.png");
commands.spawn((
Name::new("Render Sprite"),
Sprite {
image: img0.clone(),
image: render0.clone(),
custom_size: Some(size.as_vec2()),
..default()
},
@@ -120,28 +134,41 @@ fn setup(
.insert(Camera { order: -1, ..default() });
commands.insert_resource(TracerRenderTextures {
main: img0,
secondary: img1,
skybox,
main: render0,
secondary: render1,
skybox: skybox_render_image_handle,
});
commands.insert_resource(SkyboxAsset(skybox_asset));
load_state.set(AssetLoad::Loading);
}
fn asset_load_check(
mut load_state: ResMut<NextState<AssetLoad>>,
tracer_textures: Res<TracerRenderTextures>,
skybox: Res<SkyboxAsset>,
asset_server: Res<AssetServer>,
) {
let skybox_load_state = asset_server.load_state(tracer_textures.skybox.id());
let skybox_load_state = asset_server.load_state(skybox.0.id());
if skybox_load_state.is_loaded() {
load_state.set(AssetLoad::Init);
info!("Assets Loaded");
}
}
fn prepare_skybox(tracer_textures: Res<TracerRenderTextures>, image_assets: Res<Assets<Image>>) {
let sb = image_assets.get(tracer_textures.skybox.id()).unwrap();
fn prepare_skybox(
tracer_textures: Res<TracerRenderTextures>,
skybox: Res<SkyboxAsset>,
mut image_assets: ResMut<Assets<Image>>,
) {
let mut skybox_image = image_assets
.get(skybox.0.id())
.expect("Skybox asset image does not exist")
.clone();
skybox_image.reinterpret_stacked_2d_as_array(skybox_image.height() / skybox_image.width());
let mut desc = skybox_image.texture_view_descriptor.unwrap();
desc.dimension = Some(TextureViewDimension::Cube);
skybox_image.texture_view_descriptor = Some(desc);
image_assets.insert(tracer_textures.skybox.id(), skybox_image.clone());
}
fn asset_init(mut load_state: ResMut<NextState<AssetLoad>>) {

View File

@@ -203,12 +203,7 @@ fn prepare_bind_groups(
) {
let view_a = gpu_images.get(&tracer_images.main).unwrap();
let view_b = gpu_images.get(&tracer_images.secondary).unwrap();
let skybox_image = gpu_images.get(&tracer_images.skybox);
if skybox_image.is_none() {
error!("skybox image is not yet loaded");
return;
}
let skybox = skybox_image.unwrap();
let skybox = gpu_images.get(&tracer_images.skybox).unwrap();
// Uniform buffer is used here to demonstrate how to set up a uniform in a compute shader
// Alternatives such as storage buffers or push constants may be more suitable for your use case