setup asset load states

This commit is contained in:
2025-11-08 10:28:04 -05:00
parent 3ed3fbd38a
commit befa390e4b
3 changed files with 56 additions and 8 deletions

View File

@@ -1,9 +1,11 @@
use std::default;
use bevy::{
asset::RenderAssetUsages,
math::VectorSpace,
image::ImageSamplerDescriptor,
prelude::*,
render::{
render_resource::{Extent3d, TextureDimension, TextureFormat, TextureUsages},
render_resource::{Extent3d, SamplerDescriptor, TextureDimension, TextureFormat, TextureUsages},
view::RenderLayers,
},
window::PrimaryWindow,
@@ -17,11 +19,24 @@ use crate::{
pub struct Blackhole;
#[derive(States, Debug, Clone, PartialEq, Eq, Hash, Default)]
pub enum AssetLoad {
#[default]
Pending,
Loading,
Init,
Ready,
}
impl Plugin for Blackhole {
fn build(&self, app: &mut App) {
app.register_type::<TracerRenderTextures>();
app.add_systems(Startup, setup);
app.init_state::<AssetLoad>();
app.add_systems(Startup, setup)
.add_systems(Update, asset_load_check.run_if(in_state(AssetLoad::Loading)))
.add_systems(Update, prepare_skybox.run_if(in_state(AssetLoad::Init)))
.add_systems(Last, asset_init.run_if(in_state(AssetLoad::Init)));
app.add_plugins(TracerPipelinePlugin);
app.insert_resource(TracerUniforms {
sky_color: LinearRgba::rgb(0.1, 0.0, 0.01),
@@ -41,6 +56,7 @@ fn setup(
mut images: ResMut<Assets<Image>>,
window: Single<&Window, With<PrimaryWindow>>,
asset_server: Res<AssetServer>,
mut load_state: ResMut<NextState<AssetLoad>>,
) {
commands.spawn((
PerfUiRoot::default(),
@@ -108,4 +124,27 @@ fn setup(
secondary: img1,
skybox,
});
load_state.set(AssetLoad::Loading);
}
fn asset_load_check(
mut load_state: ResMut<NextState<AssetLoad>>,
tracer_textures: Res<TracerRenderTextures>,
asset_server: Res<AssetServer>,
) {
let skybox_load_state = asset_server.load_state(tracer_textures.skybox.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 asset_init(mut load_state: ResMut<NextState<AssetLoad>>) {
load_state.set(AssetLoad::Ready);
info!("Assets Initialized");
}

View File

@@ -75,7 +75,11 @@ impl render_graph::Node for TracerNode {
render_context: &mut RenderContext,
world: &World,
) -> Result<(), render_graph::NodeRunError> {
let bind_groups = &world.resource::<TracerImageBindGroups>().0;
let bind_groups_res = world.get_resource::<TracerImageBindGroups>();
if bind_groups_res.is_none() {
return Ok(());
}
let bind_groups = &bind_groups_res.unwrap().0;
let pipeline_cache = world.resource::<PipelineCache>();
let pipeline = world.resource::<TracerPipeline>();

View File

@@ -18,7 +18,7 @@ use bevy::{
},
};
use crate::{SHADER_ASSET_PATH, components::rt::RTCamera, render::node::TracerNode};
use crate::{SHADER_ASSET_PATH, app::AssetLoad, components::rt::RTCamera, render::node::TracerNode};
#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
pub struct TracerLabel;
@@ -47,9 +47,9 @@ impl Plugin for TracerPipelinePlugin {
ExtractResourcePlugin::<TracerUniforms>::default(),
));
app.init_resource::<TracerUniforms>()
.add_systems(Update, switch_textures);
.add_systems(Update, switch_textures.run_if(in_state(AssetLoad::Ready)));
app.add_systems(First, update_tracer_uniforms);
app.add_systems(First, update_tracer_uniforms.run_if(in_state(AssetLoad::Ready)));
let render_app = app.sub_app_mut(RenderApp);
// render_app.add_systems(Startup, init_pipeline);
@@ -203,7 +203,12 @@ 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 = gpu_images.get(&tracer_images.skybox).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();
// 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