messing arround with asset loader

Need to figure out dynamic assets
Need to switch to ron files
This commit is contained in:
2024-07-23 21:04:47 -04:00
parent 370dc552b3
commit deb778d6af
9 changed files with 64 additions and 65 deletions

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@@ -22,7 +22,7 @@ impl Plugin for BuildingPugin {
app.insert_resource(BuildQueue::default());
app.add_plugins(BuildingAssetPlugin).add_plugins(BuildingDatabasePlugin);
app.add_systems(Startup, init.run_if(in_state(AssetLoadState::StartLoading)));
app.add_systems(Startup, init.run_if(in_state(AssetLoadState::Loading)));
app.add_systems(Update, hq_placement.run_if(in_state(GameplayState::PlaceHQ)));
app.add_systems(PreUpdate, process_build_queue.run_if(in_state(GameplayState::Playing)));

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@@ -0,0 +1,33 @@
#[derive(AssetCollection, Serialize, Deserialize, Debug, TypePath, Asset, Clone)]
pub struct BiomePainterAsset {
#[asset(path)]
pub biomes: Vec<Handle<BiomeAsset>>,
}
impl BiomePainterAsset {
pub fn sample_biome(&self, assets: &Assets<BiomeAsset>, data: &BiomeData) -> AssetId<BiomeAsset> {
assert!(self.biomes.length() != 0, "There are no biomes");
let mut biome = self.biomes.first().unwrap().id();
let mut dist = f32::INFINITY;
for b in &self.biomes {
let asset = assets.get(b.id()).unwrap();
let d = asset.distance(data.into());
if d < dist {
biome = b.id();
dist = d;
}
}
return biome;
}
pub fn build(&self, assets: &Assets<BiomeAsset>) -> BiomePainter {
let mut biomes = Vec::with_capacity(self.biomes.len());
for b in &self.biomes {
let asset = assets.get(b.id()).unwrap();
biomes.push(asset.clone());
}
return BiomePainter { biomes };
}
}

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@@ -0,0 +1 @@
pub mod biome_painer;

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@@ -11,6 +11,7 @@ mod phos;
mod prelude;
mod shader_extensions;
mod utlis;
pub mod assets;
fn main() {
App::new()

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@@ -62,8 +62,8 @@ impl Plugin for MapInitPlugin {
},
));
app.add_systems(Startup, (load_textures, load_tiles).in_set(AssetLoaderSet));
app.configure_sets(Startup, AssetLoaderSet.run_if(in_state(AssetLoadState::StartLoading)));
//app.add_systems(Startup, (load_textures, load_tiles).in_set(AssetLoaderSet));
//app.configure_sets(Startup, AssetLoaderSet.run_if(in_state(AssetLoadState::StartLoading)));
app.add_systems(
Update,
@@ -96,11 +96,9 @@ struct WaterInspect(Handle<ExtendedMaterial<StandardMaterial, WaterMaterial>>);
fn load_textures(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut atlas: ResMut<ChunkAtlas>,
mut water_materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, WaterMaterial>>>,
) {
let main_tex = asset_server.load("textures/world/Terra.png");
let water_material = water_materials.add(ExtendedMaterial {
base: StandardMaterial {
base_color: Color::srgba(0., 0.5, 1., 0.8),
@@ -117,12 +115,7 @@ fn load_textures(
},
});
commands.insert_resource(WaterInspect(water_material.clone()));
commands.insert_resource(ChunkAtlas {
handle: main_tex,
is_loaded: false,
chunk_material_handle: Handle::default(),
water_material,
});
atlas.water_material = water_material;
}
fn load_tiles(
@@ -192,7 +185,6 @@ fn finalize_texture(
let array_layers = image.height() / image.width();
image.reinterpret_stacked_2d_as_array(array_layers);
atlas.is_loaded = true;
let chunk_material = chunk_materials.add(ExtendedMaterial {
base: StandardMaterial::default(),
extension: ChunkMaterial {

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@@ -6,13 +6,14 @@ use bevy::{
pbr::{wireframe::WireframeConfig, CascadeShadowConfig},
prelude::*,
};
use bevy_asset_loader::prelude::*;
use bevy_rapier3d::dynamics::{Ccd, RigidBody, Velocity};
use bevy_rapier3d::geometry::Collider;
use bevy_rapier3d::plugin::{NoUserData, RapierPhysicsPlugin};
use buildings::BuildingPugin;
use iyes_perf_ui::prelude::*;
use shared::despawn::DespawnPuglin;
use shared::states::{GameplayState, MenuState};
use shared::{despawn::DespawnPuglin, states::AssetLoadState};
pub struct PhosGamePlugin;
@@ -22,13 +23,18 @@ impl Plugin for PhosGamePlugin {
PhosCameraPlugin,
MapInitPlugin,
RenderDistancePlugin,
BuildingPugin,
// BuildingPugin,
DespawnPuglin,
));
app.insert_state(MenuState::Startup);
app.insert_state(AssetLoadState::Loading);
app.insert_state(MenuState::Loading);
app.insert_state(GameplayState::Waiting);
app.add_loading_state(
LoadingState::new(AssetLoadState::Loading).continue_to_state(AssetLoadState::FinalizeAssets),
);
//Systems - Startup
app.add_systems(Startup, init_game);

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@@ -2,16 +2,17 @@ use bevy::asset::Handle;
use bevy::pbr::ExtendedMaterial;
use bevy::prelude::*;
use bevy::prelude::{Component, Image, Resource};
use bevy_asset_loader::asset_collection::AssetCollection;
use crate::shader_extensions::chunk_material::ChunkMaterial;
use crate::shader_extensions::water_material::WaterMaterial;
#[derive(Resource, Default)]
#[derive(AssetCollection, Resource, Default)]
pub struct ChunkAtlas {
#[asset(path = "textures/world/Terra.png")]
pub handle: Handle<Image>,
pub chunk_material_handle: Handle<ExtendedMaterial<StandardMaterial, ChunkMaterial>>,
pub water_material: Handle<ExtendedMaterial<StandardMaterial, WaterMaterial>>,
pub is_loaded: bool,
}
#[derive(Component)]

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@@ -2,9 +2,9 @@ use bevy::prelude::*;
#[derive(States, Debug, Clone, PartialEq, Eq, Hash)]
pub enum MenuState {
Loading,
Startup,
MainMenu,
Loading,
InGame,
Paused,
}
@@ -18,7 +18,6 @@ pub enum GameplayState {
#[derive(States, Debug, Clone, PartialEq, Eq, Hash)]
pub enum AssetLoadState {
StartLoading,
Loading,
FinalizeAssets,
LoadComplete,