migration to dynamic asset loading

This commit is contained in:
2024-07-25 00:09:27 -04:00
parent deb778d6af
commit f6e24f437a
11 changed files with 93 additions and 109 deletions

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@@ -16,7 +16,7 @@ bevy_rapier3d = { version = "0.27.0", features = ["simd-stable", "parallel"] }
rayon = "1.10.0"
buildings = { path = "../buildings" }
shared = { path = "../shared" }
bevy_asset_loader = "0.21.0"
bevy_asset_loader = {version ="0.21.0", features = ["standard_dynamic_assets", "3d"]}
[features]
tracing = ["bevy/trace_tracy", "world_generation/tracing", "buildings/tracing"]

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@@ -1,33 +0,0 @@
#[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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@@ -1 +0,0 @@
pub mod biome_painer;

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

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@@ -5,6 +5,8 @@ use bevy::{
pbr::{ExtendedMaterial, NotShadowCaster},
prelude::*,
};
use bevy_asset_loader::prelude::*;
use bevy_inspector_egui::quick::ResourceInspectorPlugin;
use rayon::iter::{IntoParallelRefIterator, ParallelIterator};
use shared::states::{AssetLoadState, GameplayState, MenuState};
@@ -31,21 +33,18 @@ use crate::{
},
};
use super::{
chunk_rebuild::ChunkRebuildPlugin, prelude::CurrentBiomePainter, terraforming_test::TerraFormingTestPlugin,
};
use super::{chunk_rebuild::ChunkRebuildPlugin, terraforming_test::TerraFormingTestPlugin};
pub struct MapInitPlugin;
impl Plugin for MapInitPlugin {
fn build(&self, app: &mut App) {
app.insert_state(GeneratorState::Startup);
app.insert_state(AssetLoadState::StartLoading);
app.insert_state(AssetLoadState::Loading);
//Assets
app.add_plugins(TileAssetPlugin);
app.add_plugins(TileMapperAssetPlugin);
app.add_plugins(BiomePainterPlugin);
app.add_plugins(BiomeAssetPlugin);
app.add_plugins(ResourceInspectorPlugin::<GenerationConfig>::default());
@@ -62,19 +61,33 @@ 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.configure_loading_state(
LoadingStateConfig::new(AssetLoadState::Loading)
.with_dynamic_assets_file::<StandardDynamicAssetCollection>("phos.assets.ron")
.load_collection::<ChunkAtlas>(),
);
app.add_systems(Startup, load_textures.run_if(in_state(AssetLoadState::FinalizeAssets)));
app.add_systems(
Update,
create_heightmap.run_if(in_state(GeneratorState::GenerateHeightmap)),
);
app.add_systems(Update, check_asset_load.run_if(in_state(AssetLoadState::Loading)));
// app.add_systems(
// Update,
// check_asset_load.run_if(in_state(AssetLoadState::FinalizeAssets)),
// );
app.add_systems(
Update,
(finalize_texture, finalize_biome_painter).run_if(in_state(AssetLoadState::FinalizeAssets)),
);
app.add_systems(
Update,
finalize_biome_painter
.run_if(in_state(AssetLoadState::FinalizeAssets))
.run_if(in_state(AssetLoadState::LoadComplete)),
);
app.add_systems(Update, despawn_map.run_if(in_state(GeneratorState::Regenerate)));
app.add_systems(
Update,
@@ -87,9 +100,6 @@ impl Plugin for MapInitPlugin {
}
}
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
struct AssetLoaderSet;
#[derive(Resource, Reflect, Default)]
#[reflect(Resource)]
struct WaterInspect(Handle<ExtendedMaterial<StandardMaterial, WaterMaterial>>);
@@ -118,60 +128,16 @@ fn load_textures(
atlas.water_material = water_material;
}
fn load_tiles(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut next_state: ResMut<NextState<AssetLoadState>>,
) {
let handle: Handle<BiomePainterAsset> = asset_server.load("biome_painters/terra.biomes.json");
commands.insert_resource(CurrentBiomePainter { handle });
next_state.set(AssetLoadState::Loading);
}
fn check_asset_load(
asset_server: Res<AssetServer>,
atlas: Res<ChunkAtlas>,
painter: Res<CurrentBiomePainter>,
painter_load: Res<BiomePainterLoadState>,
biome_load: Res<BiomeAssetLoadState>,
tile_load: Res<TileAssetLoadState>,
mapper_load: Res<TileMapperLoadState>,
mut next_state: ResMut<NextState<AssetLoadState>>,
) {
if !painter_load.is_all_loaded()
|| !tile_load.is_all_loaded()
|| !mapper_load.is_all_loaded()
|| !biome_load.is_all_loaded()
{
return;
}
if asset_server.load_state(atlas.handle.id()) != LoadState::Loaded {
return;
}
if asset_server.load_state(painter.handle.id()) != LoadState::Loaded {
return;
}
next_state.set(AssetLoadState::FinalizeAssets);
}
fn finalize_biome_painter(
mut commands: Commands,
mut next_generator_state: ResMut<NextState<GeneratorState>>,
painter: Res<CurrentBiomePainter>,
painter_load: Res<BiomePainterLoadState>,
biome_load: Res<BiomeAssetLoadState>,
biome_painters: Res<Assets<BiomePainterAsset>>,
biome_assets: Res<Assets<BiomeAsset>>,
biome_painter: Res<BiomePainterAsset>,
biomes: Res<Assets<BiomeAsset>>,
) {
if !painter_load.is_all_loaded() || !biome_load.is_all_loaded() {
return;
}
let painter_asset = biome_painters.get(painter.handle.id()).unwrap();
let biome_painter = painter_asset.build(&biome_assets);
let biome_painter = biome_painter.build(&biomes);
commands.insert_resource(biome_painter);
next_generator_state.set(GeneratorState::GenerateHeightmap);
println!("Finalize Biome");
}
fn finalize_texture(
@@ -180,6 +146,7 @@ fn finalize_texture(
mut chunk_materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, ChunkMaterial>>>,
mut next_load_state: ResMut<NextState<AssetLoadState>>,
) {
println!("Finalize Tex");
let image = images.get_mut(atlas.handle.id()).unwrap();
let array_layers = image.height() / image.width();

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@@ -1,7 +1,2 @@
use bevy::prelude::*;
use world_generation::biome_painter::BiomePainterAsset;
#[derive(Resource)]
pub struct CurrentBiomePainter {
pub handle: Handle<BiomePainterAsset>,
}

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@@ -19,14 +19,6 @@ pub struct PhosGamePlugin;
impl Plugin for PhosGamePlugin {
fn build(&self, app: &mut App) {
app.add_plugins((
PhosCameraPlugin,
MapInitPlugin,
RenderDistancePlugin,
// BuildingPugin,
DespawnPuglin,
));
app.insert_state(AssetLoadState::Loading);
app.insert_state(MenuState::Loading);
app.insert_state(GameplayState::Waiting);
@@ -35,6 +27,14 @@ impl Plugin for PhosGamePlugin {
LoadingState::new(AssetLoadState::Loading).continue_to_state(AssetLoadState::FinalizeAssets),
);
app.add_plugins((
PhosCameraPlugin,
MapInitPlugin,
RenderDistancePlugin,
// BuildingPugin,
DespawnPuglin,
));
//Systems - Startup
app.add_systems(Startup, init_game);

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@@ -9,7 +9,7 @@ use crate::shader_extensions::water_material::WaterMaterial;
#[derive(AssetCollection, Resource, Default)]
pub struct ChunkAtlas {
#[asset(path = "textures/world/Terra.png")]
#[asset(key = "chunk_atlas")]
pub handle: Handle<Image>,
pub chunk_material_handle: Handle<ExtendedMaterial<StandardMaterial, ChunkMaterial>>,
pub water_material: Handle<ExtendedMaterial<StandardMaterial, WaterMaterial>>,