messing arround with asset loader
Need to figure out dynamic assets Need to switch to ron files
This commit is contained in:
@@ -1,44 +1,10 @@
|
|||||||
use asset_loader::create_asset_loader;
|
use asset_loader::create_asset_loader;
|
||||||
|
use bevy::prelude::*;
|
||||||
use bevy::{asset::Asset, reflect::TypePath, render::render_resource::encase::rts_array::Length};
|
use bevy::{asset::Asset, reflect::TypePath, render::render_resource::encase::rts_array::Length};
|
||||||
use serde::{Deserialize, Serialize};
|
use serde::{Deserialize, Serialize};
|
||||||
|
|
||||||
use crate::{biome_asset::BiomeAsset, map::biome_map::BiomeData};
|
use crate::{biome_asset::BiomeAsset, map::biome_map::BiomeData};
|
||||||
|
|
||||||
#[derive(Serialize, Deserialize, Debug, TypePath, Asset, Clone)]
|
|
||||||
pub struct BiomePainterAsset {
|
|
||||||
#[serde(skip)]
|
|
||||||
pub biomes: Vec<Handle<BiomeAsset>>,
|
|
||||||
pub biomes_path: Vec<String>,
|
|
||||||
}
|
|
||||||
|
|
||||||
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 };
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
#[derive(Resource)]
|
#[derive(Resource)]
|
||||||
pub struct BiomePainter {
|
pub struct BiomePainter {
|
||||||
pub biomes: Vec<BiomeAsset>,
|
pub biomes: Vec<BiomeAsset>,
|
||||||
@@ -78,13 +44,13 @@ impl BiomePainter {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
create_asset_loader!(
|
// create_asset_loader!(
|
||||||
BiomePainterPlugin,
|
// BiomePainterPlugin,
|
||||||
BiomePainterLoader,
|
// BiomePainterLoader,
|
||||||
BiomePainterAsset,
|
// BiomePainterAsset,
|
||||||
BiomePainterLoadState,
|
// BiomePainterLoadState,
|
||||||
&["bimoes.json"],
|
// &["bimoes.json"],
|
||||||
;
|
// ;
|
||||||
biomes_path -> biomes
|
// biomes_path -> biomes
|
||||||
?
|
// ?
|
||||||
);
|
// );
|
||||||
|
|||||||
@@ -22,7 +22,7 @@ impl Plugin for BuildingPugin {
|
|||||||
app.insert_resource(BuildQueue::default());
|
app.insert_resource(BuildQueue::default());
|
||||||
app.add_plugins(BuildingAssetPlugin).add_plugins(BuildingDatabasePlugin);
|
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(Update, hq_placement.run_if(in_state(GameplayState::PlaceHQ)));
|
||||||
|
|
||||||
app.add_systems(PreUpdate, process_build_queue.run_if(in_state(GameplayState::Playing)));
|
app.add_systems(PreUpdate, process_build_queue.run_if(in_state(GameplayState::Playing)));
|
||||||
|
|||||||
33
game/main/src/assets/biome_painer.rs
Normal file
33
game/main/src/assets/biome_painer.rs
Normal file
@@ -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 };
|
||||||
|
}
|
||||||
|
}
|
||||||
1
game/main/src/assets/mod.rs
Normal file
1
game/main/src/assets/mod.rs
Normal file
@@ -0,0 +1 @@
|
|||||||
|
pub mod biome_painer;
|
||||||
@@ -11,6 +11,7 @@ mod phos;
|
|||||||
mod prelude;
|
mod prelude;
|
||||||
mod shader_extensions;
|
mod shader_extensions;
|
||||||
mod utlis;
|
mod utlis;
|
||||||
|
pub mod assets;
|
||||||
|
|
||||||
fn main() {
|
fn main() {
|
||||||
App::new()
|
App::new()
|
||||||
|
|||||||
@@ -62,8 +62,8 @@ impl Plugin for MapInitPlugin {
|
|||||||
},
|
},
|
||||||
));
|
));
|
||||||
|
|
||||||
app.add_systems(Startup, (load_textures, load_tiles).in_set(AssetLoaderSet));
|
//app.add_systems(Startup, (load_textures, load_tiles).in_set(AssetLoaderSet));
|
||||||
app.configure_sets(Startup, AssetLoaderSet.run_if(in_state(AssetLoadState::StartLoading)));
|
//app.configure_sets(Startup, AssetLoaderSet.run_if(in_state(AssetLoadState::StartLoading)));
|
||||||
|
|
||||||
app.add_systems(
|
app.add_systems(
|
||||||
Update,
|
Update,
|
||||||
@@ -96,11 +96,9 @@ struct WaterInspect(Handle<ExtendedMaterial<StandardMaterial, WaterMaterial>>);
|
|||||||
|
|
||||||
fn load_textures(
|
fn load_textures(
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
asset_server: Res<AssetServer>,
|
mut atlas: ResMut<ChunkAtlas>,
|
||||||
mut water_materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, WaterMaterial>>>,
|
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 {
|
let water_material = water_materials.add(ExtendedMaterial {
|
||||||
base: StandardMaterial {
|
base: StandardMaterial {
|
||||||
base_color: Color::srgba(0., 0.5, 1., 0.8),
|
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(WaterInspect(water_material.clone()));
|
||||||
commands.insert_resource(ChunkAtlas {
|
atlas.water_material = water_material;
|
||||||
handle: main_tex,
|
|
||||||
is_loaded: false,
|
|
||||||
chunk_material_handle: Handle::default(),
|
|
||||||
water_material,
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
|
|
||||||
fn load_tiles(
|
fn load_tiles(
|
||||||
@@ -192,7 +185,6 @@ fn finalize_texture(
|
|||||||
let array_layers = image.height() / image.width();
|
let array_layers = image.height() / image.width();
|
||||||
image.reinterpret_stacked_2d_as_array(array_layers);
|
image.reinterpret_stacked_2d_as_array(array_layers);
|
||||||
|
|
||||||
atlas.is_loaded = true;
|
|
||||||
let chunk_material = chunk_materials.add(ExtendedMaterial {
|
let chunk_material = chunk_materials.add(ExtendedMaterial {
|
||||||
base: StandardMaterial::default(),
|
base: StandardMaterial::default(),
|
||||||
extension: ChunkMaterial {
|
extension: ChunkMaterial {
|
||||||
|
|||||||
@@ -6,13 +6,14 @@ use bevy::{
|
|||||||
pbr::{wireframe::WireframeConfig, CascadeShadowConfig},
|
pbr::{wireframe::WireframeConfig, CascadeShadowConfig},
|
||||||
prelude::*,
|
prelude::*,
|
||||||
};
|
};
|
||||||
|
use bevy_asset_loader::prelude::*;
|
||||||
use bevy_rapier3d::dynamics::{Ccd, RigidBody, Velocity};
|
use bevy_rapier3d::dynamics::{Ccd, RigidBody, Velocity};
|
||||||
use bevy_rapier3d::geometry::Collider;
|
use bevy_rapier3d::geometry::Collider;
|
||||||
use bevy_rapier3d::plugin::{NoUserData, RapierPhysicsPlugin};
|
use bevy_rapier3d::plugin::{NoUserData, RapierPhysicsPlugin};
|
||||||
use buildings::BuildingPugin;
|
use buildings::BuildingPugin;
|
||||||
use iyes_perf_ui::prelude::*;
|
use iyes_perf_ui::prelude::*;
|
||||||
use shared::despawn::DespawnPuglin;
|
|
||||||
use shared::states::{GameplayState, MenuState};
|
use shared::states::{GameplayState, MenuState};
|
||||||
|
use shared::{despawn::DespawnPuglin, states::AssetLoadState};
|
||||||
|
|
||||||
pub struct PhosGamePlugin;
|
pub struct PhosGamePlugin;
|
||||||
|
|
||||||
@@ -22,13 +23,18 @@ impl Plugin for PhosGamePlugin {
|
|||||||
PhosCameraPlugin,
|
PhosCameraPlugin,
|
||||||
MapInitPlugin,
|
MapInitPlugin,
|
||||||
RenderDistancePlugin,
|
RenderDistancePlugin,
|
||||||
BuildingPugin,
|
// BuildingPugin,
|
||||||
DespawnPuglin,
|
DespawnPuglin,
|
||||||
));
|
));
|
||||||
|
|
||||||
app.insert_state(MenuState::Startup);
|
app.insert_state(AssetLoadState::Loading);
|
||||||
|
app.insert_state(MenuState::Loading);
|
||||||
app.insert_state(GameplayState::Waiting);
|
app.insert_state(GameplayState::Waiting);
|
||||||
|
|
||||||
|
app.add_loading_state(
|
||||||
|
LoadingState::new(AssetLoadState::Loading).continue_to_state(AssetLoadState::FinalizeAssets),
|
||||||
|
);
|
||||||
|
|
||||||
//Systems - Startup
|
//Systems - Startup
|
||||||
app.add_systems(Startup, init_game);
|
app.add_systems(Startup, init_game);
|
||||||
|
|
||||||
|
|||||||
@@ -2,16 +2,17 @@ use bevy::asset::Handle;
|
|||||||
use bevy::pbr::ExtendedMaterial;
|
use bevy::pbr::ExtendedMaterial;
|
||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
use bevy::prelude::{Component, Image, Resource};
|
use bevy::prelude::{Component, Image, Resource};
|
||||||
|
use bevy_asset_loader::asset_collection::AssetCollection;
|
||||||
|
|
||||||
use crate::shader_extensions::chunk_material::ChunkMaterial;
|
use crate::shader_extensions::chunk_material::ChunkMaterial;
|
||||||
use crate::shader_extensions::water_material::WaterMaterial;
|
use crate::shader_extensions::water_material::WaterMaterial;
|
||||||
|
|
||||||
#[derive(Resource, Default)]
|
#[derive(AssetCollection, Resource, Default)]
|
||||||
pub struct ChunkAtlas {
|
pub struct ChunkAtlas {
|
||||||
|
#[asset(path = "textures/world/Terra.png")]
|
||||||
pub handle: Handle<Image>,
|
pub handle: Handle<Image>,
|
||||||
pub chunk_material_handle: Handle<ExtendedMaterial<StandardMaterial, ChunkMaterial>>,
|
pub chunk_material_handle: Handle<ExtendedMaterial<StandardMaterial, ChunkMaterial>>,
|
||||||
pub water_material: Handle<ExtendedMaterial<StandardMaterial, WaterMaterial>>,
|
pub water_material: Handle<ExtendedMaterial<StandardMaterial, WaterMaterial>>,
|
||||||
pub is_loaded: bool,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
|
|||||||
@@ -2,9 +2,9 @@ use bevy::prelude::*;
|
|||||||
|
|
||||||
#[derive(States, Debug, Clone, PartialEq, Eq, Hash)]
|
#[derive(States, Debug, Clone, PartialEq, Eq, Hash)]
|
||||||
pub enum MenuState {
|
pub enum MenuState {
|
||||||
|
Loading,
|
||||||
Startup,
|
Startup,
|
||||||
MainMenu,
|
MainMenu,
|
||||||
Loading,
|
|
||||||
InGame,
|
InGame,
|
||||||
Paused,
|
Paused,
|
||||||
}
|
}
|
||||||
@@ -18,7 +18,6 @@ pub enum GameplayState {
|
|||||||
|
|
||||||
#[derive(States, Debug, Clone, PartialEq, Eq, Hash)]
|
#[derive(States, Debug, Clone, PartialEq, Eq, Hash)]
|
||||||
pub enum AssetLoadState {
|
pub enum AssetLoadState {
|
||||||
StartLoading,
|
|
||||||
Loading,
|
Loading,
|
||||||
FinalizeAssets,
|
FinalizeAssets,
|
||||||
LoadComplete,
|
LoadComplete,
|
||||||
|
|||||||
Reference in New Issue
Block a user