setup asset load states
This commit is contained in:
45
src/app.rs
45
src/app.rs
@@ -1,9 +1,11 @@
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use std::default;
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use bevy::{
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asset::RenderAssetUsages,
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math::VectorSpace,
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image::ImageSamplerDescriptor,
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prelude::*,
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render::{
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render_resource::{Extent3d, TextureDimension, TextureFormat, TextureUsages},
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render_resource::{Extent3d, SamplerDescriptor, TextureDimension, TextureFormat, TextureUsages},
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view::RenderLayers,
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},
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window::PrimaryWindow,
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@@ -17,11 +19,24 @@ use crate::{
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pub struct Blackhole;
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#[derive(States, Debug, Clone, PartialEq, Eq, Hash, Default)]
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pub enum AssetLoad {
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#[default]
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Pending,
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Loading,
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Init,
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Ready,
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}
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impl Plugin for Blackhole {
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fn build(&self, app: &mut App) {
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app.register_type::<TracerRenderTextures>();
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app.add_systems(Startup, setup);
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app.init_state::<AssetLoad>();
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app.add_systems(Startup, setup)
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.add_systems(Update, asset_load_check.run_if(in_state(AssetLoad::Loading)))
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.add_systems(Update, prepare_skybox.run_if(in_state(AssetLoad::Init)))
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.add_systems(Last, asset_init.run_if(in_state(AssetLoad::Init)));
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app.add_plugins(TracerPipelinePlugin);
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app.insert_resource(TracerUniforms {
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sky_color: LinearRgba::rgb(0.1, 0.0, 0.01),
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@@ -41,6 +56,7 @@ fn setup(
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mut images: ResMut<Assets<Image>>,
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window: Single<&Window, With<PrimaryWindow>>,
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asset_server: Res<AssetServer>,
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mut load_state: ResMut<NextState<AssetLoad>>,
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) {
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commands.spawn((
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PerfUiRoot::default(),
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@@ -108,4 +124,27 @@ fn setup(
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secondary: img1,
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skybox,
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});
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load_state.set(AssetLoad::Loading);
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}
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fn asset_load_check(
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mut load_state: ResMut<NextState<AssetLoad>>,
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tracer_textures: Res<TracerRenderTextures>,
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asset_server: Res<AssetServer>,
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) {
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let skybox_load_state = asset_server.load_state(tracer_textures.skybox.id());
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if skybox_load_state.is_loaded() {
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load_state.set(AssetLoad::Init);
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info!("Assets Loaded");
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}
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}
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fn prepare_skybox(tracer_textures: Res<TracerRenderTextures>, image_assets: Res<Assets<Image>>) {
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let sb = image_assets.get(tracer_textures.skybox.id()).unwrap();
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}
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fn asset_init(mut load_state: ResMut<NextState<AssetLoad>>) {
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load_state.set(AssetLoad::Ready);
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info!("Assets Initialized");
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}
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@@ -75,7 +75,11 @@ impl render_graph::Node for TracerNode {
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render_context: &mut RenderContext,
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world: &World,
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) -> Result<(), render_graph::NodeRunError> {
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let bind_groups = &world.resource::<TracerImageBindGroups>().0;
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let bind_groups_res = world.get_resource::<TracerImageBindGroups>();
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if bind_groups_res.is_none() {
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return Ok(());
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}
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let bind_groups = &bind_groups_res.unwrap().0;
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let pipeline_cache = world.resource::<PipelineCache>();
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let pipeline = world.resource::<TracerPipeline>();
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@@ -18,7 +18,7 @@ use bevy::{
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},
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};
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use crate::{SHADER_ASSET_PATH, components::rt::RTCamera, render::node::TracerNode};
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use crate::{SHADER_ASSET_PATH, app::AssetLoad, components::rt::RTCamera, render::node::TracerNode};
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#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
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pub struct TracerLabel;
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@@ -47,9 +47,9 @@ impl Plugin for TracerPipelinePlugin {
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ExtractResourcePlugin::<TracerUniforms>::default(),
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));
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app.init_resource::<TracerUniforms>()
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.add_systems(Update, switch_textures);
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.add_systems(Update, switch_textures.run_if(in_state(AssetLoad::Ready)));
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app.add_systems(First, update_tracer_uniforms);
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app.add_systems(First, update_tracer_uniforms.run_if(in_state(AssetLoad::Ready)));
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let render_app = app.sub_app_mut(RenderApp);
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// render_app.add_systems(Startup, init_pipeline);
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@@ -203,7 +203,12 @@ fn prepare_bind_groups(
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) {
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let view_a = gpu_images.get(&tracer_images.main).unwrap();
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let view_b = gpu_images.get(&tracer_images.secondary).unwrap();
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let skybox = gpu_images.get(&tracer_images.skybox).unwrap();
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let skybox_image = gpu_images.get(&tracer_images.skybox);
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if skybox_image.is_none() {
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error!("skybox image is not yet loaded");
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return;
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}
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let skybox = skybox_image.unwrap();
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// Uniform buffer is used here to demonstrate how to set up a uniform in a compute shader
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// Alternatives such as storage buffers or push constants may be more suitable for your use case
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