bevy/crates/bevy_asset/src/loader.rs

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Rust
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use crate::{
path::AssetPath, AssetIo, AssetIoError, AssetMeta, AssetServer, Assets, Handle, HandleId,
RefChangeChannel,
};
use anyhow::Result;
use bevy_ecs::system::{Res, ResMut};
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use bevy_reflect::{TypeUuid, TypeUuidDynamic};
use bevy_tasks::TaskPool;
use bevy_utils::{BoxedFuture, HashMap};
use crossbeam_channel::{Receiver, Sender};
use downcast_rs::{impl_downcast, Downcast};
use std::path::Path;
/// A loader for an asset source
pub trait AssetLoader: Send + Sync + 'static {
fn load<'a>(
&'a self,
bytes: &'a [u8],
load_context: &'a mut LoadContext,
) -> BoxedFuture<'a, Result<(), anyhow::Error>>;
fn extensions(&self) -> &[&str];
}
pub trait Asset: TypeUuid + AssetDynamic {}
pub trait AssetDynamic: Downcast + TypeUuidDynamic + Send + Sync + 'static {}
impl_downcast!(AssetDynamic);
impl<T> Asset for T where T: TypeUuid + AssetDynamic + TypeUuidDynamic {}
impl<T> AssetDynamic for T where T: Send + Sync + 'static + TypeUuidDynamic {}
pub struct LoadedAsset<T: Asset> {
pub(crate) value: Option<T>,
pub(crate) dependencies: Vec<AssetPath<'static>>,
}
impl<T: Asset> LoadedAsset<T> {
pub fn new(value: T) -> Self {
Self {
value: Some(value),
dependencies: Vec::new(),
}
}
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
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pub fn add_dependency(&mut self, asset_path: AssetPath) {
self.dependencies.push(asset_path.to_owned());
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
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}
pub fn with_dependency(mut self, asset_path: AssetPath) -> Self {
self.add_dependency(asset_path);
self
}
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
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pub fn with_dependencies(mut self, mut asset_paths: Vec<AssetPath<'static>>) -> Self {
for asset_path in asset_paths.drain(..) {
self.add_dependency(asset_path);
}
self
}
}
pub(crate) struct BoxedLoadedAsset {
pub(crate) value: Option<Box<dyn AssetDynamic>>,
pub(crate) dependencies: Vec<AssetPath<'static>>,
}
impl<T: Asset> From<LoadedAsset<T>> for BoxedLoadedAsset {
fn from(asset: LoadedAsset<T>) -> Self {
BoxedLoadedAsset {
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value: asset
.value
.map(|value| Box::new(value) as Box<dyn AssetDynamic>),
dependencies: asset.dependencies,
}
}
}
pub struct LoadContext<'a> {
pub(crate) ref_change_channel: &'a RefChangeChannel,
pub(crate) asset_io: &'a dyn AssetIo,
pub(crate) labeled_assets: HashMap<Option<String>, BoxedLoadedAsset>,
pub(crate) path: &'a Path,
pub(crate) version: usize,
pub(crate) task_pool: &'a TaskPool,
}
impl<'a> LoadContext<'a> {
pub(crate) fn new(
path: &'a Path,
ref_change_channel: &'a RefChangeChannel,
asset_io: &'a dyn AssetIo,
version: usize,
task_pool: &'a TaskPool,
) -> Self {
Self {
ref_change_channel,
asset_io,
labeled_assets: Default::default(),
version,
path,
task_pool,
}
}
pub fn path(&self) -> &Path {
self.path
}
pub fn has_labeled_asset(&self, label: &str) -> bool {
self.labeled_assets.contains_key(&Some(label.to_string()))
}
pub fn set_default_asset<T: Asset>(&mut self, asset: LoadedAsset<T>) {
self.labeled_assets.insert(None, asset.into());
}
pub fn set_labeled_asset<T: Asset>(&mut self, label: &str, asset: LoadedAsset<T>) -> Handle<T> {
assert!(!label.is_empty());
self.labeled_assets
.insert(Some(label.to_string()), asset.into());
self.get_handle(AssetPath::new_ref(self.path(), Some(label)))
}
pub fn get_handle<I: Into<HandleId>, T: Asset>(&self, id: I) -> Handle<T> {
Handle::strong(id.into(), self.ref_change_channel.sender.clone())
}
pub async fn read_asset_bytes<P: AsRef<Path>>(&self, path: P) -> Result<Vec<u8>, AssetIoError> {
self.asset_io.load_path(path.as_ref()).await
}
pub fn get_asset_metas(&self) -> Vec<AssetMeta> {
let mut asset_metas = Vec::new();
for (label, asset) in self.labeled_assets.iter() {
asset_metas.push(AssetMeta {
dependencies: asset.dependencies.clone(),
label: label.clone(),
type_uuid: asset.value.as_ref().unwrap().type_uuid(),
});
}
asset_metas
}
pub fn task_pool(&self) -> &TaskPool {
self.task_pool
}
}
/// The result of loading an asset of type `T`
#[derive(Debug)]
pub struct AssetResult<T> {
pub asset: Box<T>,
pub id: HandleId,
pub version: usize,
}
/// A channel to send and receive [AssetResult]s
#[derive(Debug)]
pub struct AssetLifecycleChannel<T> {
pub sender: Sender<AssetLifecycleEvent<T>>,
pub receiver: Receiver<AssetLifecycleEvent<T>>,
}
pub enum AssetLifecycleEvent<T> {
Create(AssetResult<T>),
Free(HandleId),
}
pub trait AssetLifecycle: Downcast + Send + Sync + 'static {
fn create_asset(&self, id: HandleId, asset: Box<dyn AssetDynamic>, version: usize);
fn free_asset(&self, id: HandleId);
}
impl_downcast!(AssetLifecycle);
impl<T: AssetDynamic> AssetLifecycle for AssetLifecycleChannel<T> {
fn create_asset(&self, id: HandleId, asset: Box<dyn AssetDynamic>, version: usize) {
if let Ok(asset) = asset.downcast::<T>() {
self.sender
.send(AssetLifecycleEvent::Create(AssetResult {
asset,
id,
version,
}))
.unwrap()
} else {
panic!(
"Failed to downcast asset to {}.",
std::any::type_name::<T>()
);
}
}
fn free_asset(&self, id: HandleId) {
self.sender.send(AssetLifecycleEvent::Free(id)).unwrap();
}
}
impl<T> Default for AssetLifecycleChannel<T> {
fn default() -> Self {
let (sender, receiver) = crossbeam_channel::unbounded();
AssetLifecycleChannel { sender, receiver }
}
}
/// Updates the [Assets] collection according to the changes queued up by [AssetServer].
pub fn update_asset_storage_system<T: Asset + AssetDynamic>(
asset_server: Res<AssetServer>,
assets: ResMut<Assets<T>>,
) {
asset_server.update_asset_storage(assets);
}