scene: fix dynamically loading RenderPipelines scenes

This commit is contained in:
Carter Anderson 2020-08-02 19:15:41 -07:00
parent 3c1494eb64
commit 07858aa348
17 changed files with 94 additions and 170 deletions

View file

@ -156,8 +156,8 @@ name = "keyboard_input_events"
path = "examples/input/keyboard_input_events.rs"
[[example]]
name = "load_scene"
path = "examples/scene/load_scene.rs"
name = "scene"
path = "examples/scene/scene.rs"
[[example]]
name = "properties"

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@ -33,7 +33,7 @@ impl AppPlugin for AssetPlugin {
app.add_stage_before(bevy_app::stage::PRE_UPDATE, stage::LOAD_ASSETS)
.add_stage_after(bevy_app::stage::POST_UPDATE, stage::ASSET_EVENTS)
.init_resource::<AssetServer>()
.register_property_type::<HandleId>();
.register_property::<HandleId>();
#[cfg(feature = "filesystem_watcher")]
app.add_system_to_stage(

View file

@ -25,11 +25,12 @@ impl AppPlugin for CorePlugin {
app.init_resource::<Time>()
.init_resource::<EntityLabels>()
.register_component::<Timer>()
.register_property_type::<Vec2>()
.register_property_type::<Vec3>()
.register_property_type::<Mat3>()
.register_property_type::<Mat4>()
.register_property_type::<Quat>()
.register_property::<Vec2>()
.register_property::<Vec3>()
.register_property::<Mat3>()
.register_property::<Mat4>()
.register_property::<Quat>()
.register_property::<Option<String>>()
.add_system_to_stage(stage::FIRST, time_system.system())
.add_system_to_stage(stage::FIRST, timer_system.system());
}

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@ -13,7 +13,7 @@ use std::{
impl<T> Properties for Vec<T>
where
T: Property + Clone,
T: Property + Clone + Default,
{
fn prop(&self, _name: &str) -> Option<&dyn Property> {
None
@ -46,7 +46,7 @@ where
impl<T> Property for Vec<T>
where
T: Property + Clone,
T: Property + Clone + Default,
{
fn type_name(&self) -> &str {
std::any::type_name::<Self>()
@ -66,6 +66,9 @@ where
fn set(&mut self, value: &dyn Property) {
if let Some(properties) = value.as_properties() {
let len = properties.prop_len();
self.resize_with(len, || T::default());
if properties.property_type() != self.property_type() {
panic!(
"Properties type mismatch. This type is {:?} but the applied type is {:?}",

View file

@ -3,6 +3,7 @@ use crate::Draw;
use bevy_core::FloatOrd;
use bevy_ecs::{Entity, Query};
use bevy_transform::prelude::Transform;
use bevy_property::Properties;
#[derive(Debug)]
pub struct VisibleEntity {
@ -10,8 +11,9 @@ pub struct VisibleEntity {
pub order: FloatOrd,
}
#[derive(Default, Debug)]
#[derive(Default, Debug, Properties)]
pub struct VisibleEntities {
#[property(ignore)]
pub value: Vec<VisibleEntity>,
}

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@ -7,8 +7,9 @@ use crate::{
use bevy_asset::Handle;
use bevy_ecs::Bundle;
use bevy_transform::components::{Rotation, Scale, Transform, Translation};
use bevy_property::Properties;
#[derive(Default)]
#[derive(Default, Properties)]
pub struct MainPass;
#[derive(Bundle, Default)]

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@ -32,8 +32,8 @@ use bevy_app::prelude::*;
use bevy_asset::AddAsset;
use bevy_ecs::{IntoQuerySystem, IntoThreadLocalSystem};
use bevy_type_registry::RegisterType;
use camera::{ActiveCameras, Camera, OrthographicProjection, PerspectiveProjection};
use pipeline::{PipelineCompiler, PipelineDescriptor, VertexBufferDescriptors};
use camera::{ActiveCameras, Camera, OrthographicProjection, PerspectiveProjection, VisibleEntities};
use pipeline::{PipelineCompiler, PipelineDescriptor, VertexBufferDescriptors, ShaderSpecialization, PipelineSpecialization, DynamicBinding, PrimitiveTopology};
use render_graph::{
base::{self, BaseRenderGraphBuilder, BaseRenderGraphConfig},
RenderGraph,
@ -84,8 +84,14 @@ impl AppPlugin for RenderPlugin {
.register_component::<RenderPipelines>()
.register_component::<OrthographicProjection>()
.register_component::<PerspectiveProjection>()
.register_property_type::<Color>()
.register_property_type::<Range<f32>>()
.register_component::<MainPass>()
.register_component::<VisibleEntities>()
.register_property::<Color>()
.register_property::<Range<f32>>()
.register_property::<ShaderSpecialization>()
.register_property::<DynamicBinding>()
.register_property::<PrimitiveTopology>()
.register_properties::<PipelineSpecialization>()
.init_resource::<RenderGraph>()
.init_resource::<PipelineCompiler>()
.init_resource::<RenderResourceBindings>()

View file

@ -6,8 +6,9 @@ use crate::{
use bevy_asset::{Assets, Handle};
use once_cell::sync::Lazy;
use std::collections::{HashMap, HashSet};
#[derive(Clone, Eq, PartialEq, Debug)]
use bevy_property::{Properties, Property};
use serde::{Serialize, Deserialize};
#[derive(Clone, Eq, PartialEq, Debug, Properties)]
pub struct PipelineSpecialization {
pub shader_specialization: ShaderSpecialization,
pub primitive_topology: PrimitiveTopology,
@ -34,7 +35,7 @@ impl PipelineSpecialization {
}
}
#[derive(Clone, Eq, PartialEq, Debug, Default)]
#[derive(Clone, Eq, PartialEq, Debug, Default, Property, Serialize, Deserialize)]
pub struct ShaderSpecialization {
pub shader_defs: HashSet<String>,
}
@ -49,7 +50,7 @@ struct SpecializedPipeline {
specialization: PipelineSpecialization,
}
#[derive(Clone, Eq, PartialEq, Debug, Default)]
#[derive(Clone, Eq, PartialEq, Debug, Default, Serialize, Deserialize, Property)]
pub struct DynamicBinding {
pub bind_group: u32,
pub binding: u32,

View file

@ -10,7 +10,6 @@ use bevy_property::Properties;
#[derive(Properties, Default, Clone)]
pub struct RenderPipeline {
pub pipeline: Handle<PipelineDescriptor>,
#[property(ignore)]
pub specialization: PipelineSpecialization,
}

View file

@ -1,4 +1,6 @@
use crate::texture::TextureFormat;
use serde::{Serialize, Deserialize};
use bevy_property::Property;
#[derive(Clone, Debug)]
pub struct DepthStencilStateDescriptor {
@ -51,7 +53,7 @@ pub enum CompareFunction {
Always = 7,
}
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq, Serialize, Deserialize, Property)]
pub enum PrimitiveTopology {
PointList = 0,
LineList = 1,

View file

@ -102,16 +102,28 @@ impl SceneSpawner {
} else {
bevy_ecs::Entity::from_id(scene_entity.entity)
};
if !world.contains(entity) {
if world.contains(entity) {
for component in scene_entity.components.iter() {
let component_registration = component_registry
.get_with_name(&component.type_name)
.ok_or_else(|| SceneSpawnError::UnregisteredComponent {
type_name: component.type_name.to_string(),
})?;
if component.type_name != "Camera" {
component_registration.apply_component_to_entity(world, entity, component);
}
}
} else {
world.spawn_as_entity(entity, (1,));
}
for component in scene_entity.components.iter() {
let component_registration = component_registry
.get_with_name(&component.type_name)
.ok_or_else(|| SceneSpawnError::UnregisteredComponent {
type_name: component.type_name.to_string(),
})?;
component_registration.add_component_to_entity(world, resources, entity, component);
for component in scene_entity.components.iter() {
let component_registration = component_registry
.get_with_name(&component.type_name)
.ok_or_else(|| SceneSpawnError::UnregisteredComponent {
type_name: component.type_name.to_string(),
})?;
component_registration.add_component_to_entity(world, resources, entity, component);
}
}
}
Ok(())
@ -197,6 +209,7 @@ pub fn scene_spawner_system(world: &mut World, resources: &mut Resources) {
}
}
scene_spawner.load_queued_scenes(world, resources).unwrap();
scene_spawner.spawn_queued_scenes(world, resources).unwrap();
scene_spawner

View file

@ -5,7 +5,6 @@ use std::fmt;
#[derive(Debug, PartialEq, Clone, Copy, Properties)]
pub struct Transform {
pub value: Mat4,
#[property(ignore)]
pub sync: bool, // NOTE: this is hopefully a temporary measure to allow setting the transform directly.
// ideally setting the transform automatically propagates back to position / translation / rotation,
// but right now they are always considered the source of truth

View file

@ -13,6 +13,6 @@ pub struct TypeRegistryPlugin;
impl AppPlugin for TypeRegistryPlugin {
fn build(&self, app: &mut AppBuilder) {
app.init_resource::<TypeRegistry>()
.register_property_type::<DynamicProperties>();
.register_property::<DynamicProperties>();
}
}

View file

@ -7,7 +7,10 @@ pub trait RegisterType {
fn register_component<T>(&mut self) -> &mut Self
where
T: Properties + DeserializeProperty + Component + FromResources;
fn register_property_type<T>(&mut self) -> &mut Self
fn register_properties<T>(&mut self) -> &mut Self
where
T: Properties + DeserializeProperty + FromResources;
fn register_property<T>(&mut self) -> &mut Self
where
T: Property + DeserializeProperty;
}
@ -25,7 +28,18 @@ impl RegisterType for AppBuilder {
self
}
fn register_property_type<T>(&mut self) -> &mut Self
fn register_properties<T>(&mut self) -> &mut Self
where
T: Properties + DeserializeProperty + Component + FromResources,
{
{
let type_registry = self.app.resources.get::<TypeRegistry>().unwrap();
type_registry.property.write().unwrap().register::<T>();
}
self
}
fn register_property<T>(&mut self) -> &mut Self
where
T: Property + DeserializeProperty,
{

View file

@ -73,6 +73,7 @@ impl ComponentRegistry {
pub struct ComponentRegistration {
pub ty: TypeId,
component_add_fn: fn(&mut World, resources: &Resources, Entity, &dyn Property),
component_apply_fn: fn(&mut World, Entity, &dyn Property),
component_properties_fn: fn(&Archetype, usize) -> &dyn Properties,
pub short_name: String,
pub long_name: &'static str,
@ -91,6 +92,10 @@ impl ComponentRegistration {
component.apply(property);
world.insert_one(entity, component).unwrap();
},
component_apply_fn: |world: &mut World, entity: Entity, property: &dyn Property| {
let mut component = world.get_mut::<T>(entity).unwrap();
component.apply(property);
},
component_properties_fn: |archetype: &Archetype, index: usize| {
// the type has been looked up by the caller, so this is safe
unsafe {
@ -117,6 +122,15 @@ impl ComponentRegistration {
(self.component_add_fn)(world, resources, entity, property);
}
pub fn apply_component_to_entity(
&self,
world: &mut World,
entity: Entity,
property: &dyn Property,
) {
(self.component_apply_fn)(world, entity, property);
}
pub fn get_component_properties<'a>(
&self,
archetype: &'a Archetype,

View file

@ -1,131 +0,0 @@
use bevy::{prelude::*, type_registry::TypeRegistry};
/// This example illustrates loading and saving scenes from files
fn main() {
App::build()
.add_default_plugins()
// Registering components informs Bevy that they exist. This allows them to be used when loading scenes
// This step is only required if you want to load your components from scene files.
// Unregistered components can still be used in your code, but they will be ignored during scene save/load.
// In the future registering components will also make them usable from the Bevy editor.
// The core Bevy plugins already register their components, so you only need this step for custom components.
.register_component::<ComponentA>()
.register_component::<ComponentB>()
.add_startup_system(save_scene_system.thread_local_system())
.add_startup_system(load_scene_system.system())
.add_system(print_system.system())
.run();
}
// Registered components must implement the `Properties` and `FromResources` traits.
// The `Properties` trait enables serialization, deserialization, dynamic property access, and change detection.
// `Properties` enable a bunch of cool behaviors, so its worth checking out the dedicated `properties.rs` example.
// The `FromResources` trait determines how your component is constructed when it loads. For simple use cases you can just
// implement the `Default` trait (which automatically implements FromResources). The simplest registered component just needs
// these two derives:
#[derive(Properties, Default)]
struct ComponentA {
pub x: f32,
pub y: f32,
}
// Some components have fields that cannot (or should not) be written to scene files. These can be ignored with
// the #[property(ignore)] attribute. This is also generally where the `FromResources` trait comes into play.
// `FromResources` gives you access to your App's current ECS `Resources` when you construct your component.
#[derive(Properties)]
struct ComponentB {
pub value: String,
#[property(ignore)]
pub time_since_startup: std::time::Duration,
}
impl FromResources for ComponentB {
fn from_resources(resources: &Resources) -> Self {
let time = resources.get::<Time>().unwrap();
ComponentB {
time_since_startup: time.time_since_startup(),
value: "Default Value".to_string(),
}
}
}
fn load_scene_system(asset_server: Res<AssetServer>, mut scene_spawner: ResMut<SceneSpawner>) {
// Scenes are loaded just like any other asset.
let scene_handle: Handle<Scene> = asset_server
.load("assets/scenes/load_scene_example.scn")
.unwrap();
// SceneSpawner can "instance" scenes. "instancing" a scene creates a new instance of the scene in the World with new entity ids.
// This guarantees that it will not overwrite existing entities.
scene_spawner.instance(scene_handle);
// SceneSpawner can also "load" scenes. "loading" a scene preserves the entity ids in the scene.
// In general, you should "instance" scenes when you are dynamically composing your World and "load" scenes for things like game saves.
scene_spawner.load(scene_handle);
// we have now loaded `scene_handle` AND instanced it, which means our World now has one set of entities with the Scene's ids and
// one set of entities with new ids
// This tells the AssetServer to watch for changes to assets.
// It enables our scenes to automatically reload in game when we modify their files
asset_server.watch_for_changes().unwrap();
}
// Using SceneSpawner instance() and load() queues them up to be added to the World at the beginning of the next update. However if
// you need scenes to load immediately, you can use the following approach. But be aware that this takes full control of the ECS world
// and therefore blocks other parallel systems from executing until it finishes. In most cases you should use the SceneSpawner
// instance() and load() methods.
#[allow(dead_code)]
fn load_scene_right_now_system(world: &mut World, resources: &mut Resources) {
let scene_handle: Handle<Scene> = {
let asset_server = resources.get::<AssetServer>().unwrap();
let mut scenes = resources.get_mut::<Assets<Scene>>().unwrap();
asset_server
.load_sync(&mut scenes, "assets/scenes/load_scene_example.scn")
.unwrap()
};
let mut scene_spawner = resources.get_mut::<SceneSpawner>().unwrap();
scene_spawner
.load_sync(world, resources, scene_handle)
.unwrap();
}
// This system prints all ComponentA components in our world. Try making a change to a ComponentA in load_scene_example.scn.
// You should immediately see the changes appear in the console.
fn print_system(mut query: Query<(Entity, &ComponentA)>) {
println!("Current World State:");
for (entity, component_a) in &mut query.iter() {
println!(" Entity({})", entity.id());
println!(
" ComponentA: {{ x: {} y: {} }}\n",
component_a.x, component_a.y
);
}
}
fn save_scene_system(_world: &mut World, resources: &mut Resources) {
// Scenes can be created from any ECS World. You can either create a new one for the scene or use the current World.
let mut world = World::new();
world.spawn((
ComponentA { x: 1.0, y: 2.0 },
ComponentB {
value: "hello".to_string(),
..ComponentB::from_resources(resources)
},
));
world.spawn((ComponentA { x: 3.0, y: 4.0 },));
// The component registry resource contains information about all registered components. This is used to construct scenes.
let type_registry = resources.get::<TypeRegistry>().unwrap();
let scene = Scene::from_world(&world, &type_registry.component.read().unwrap());
// Scenes can be serialized like this:
println!(
"{}",
scene
.serialize_ron(&type_registry.property.read().unwrap())
.unwrap()
);
// TODO: save scene
}

View file

@ -13,9 +13,9 @@ fn main() {
App::build()
.add_default_plugins()
// If you need to deserialize custom property types, register them like this:
.register_property_type::<Test>()
.register_property_type::<Nested>()
.register_property_type::<CustomProperty>()
.register_property::<Test>()
.register_property::<Nested>()
.register_property::<CustomProperty>()
.add_startup_system(setup.system())
.run();
}
@ -58,7 +58,7 @@ fn setup(type_registry: Res<TypeRegistry>) {
patch.set::<usize>("a", 4);
// You can "apply" Properties on top of other Properties. This will only set properties with the same name and type.
// You can use this to "patch" your components with new values.
// You can use this to "patch" your properties with new values.
test.apply(&patch);
assert_eq!(test.a, 4);