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https://github.com/bevyengine/bevy
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Add asset_processor
feature and remove AssetMode::ProcessedDev (#10194)
# Objective Users shouldn't need to change their source code between "development workflows" and "releasing". Currently, Bevy Asset V2 has two "processed" asset modes `Processed` (assumes assets are already processed) and `ProcessedDev` (starts an asset processor and processes assets). This means that the mode must be changed _in code_ when switching from "app dev" to "release". Very suboptimal. We have already removed "runtime opt-in" for hot-reloading. Enabling the `file_watcher` feature _automatically_ enables file watching in code. This means deploying a game (without hot reloading enabled) just means calling `cargo build --release` instead of `cargo run --features bevy/file_watcher`. We should adopt this pattern for asset processing. ## Solution This adds the `asset_processor` feature, which will start the `AssetProcessor` when an `AssetPlugin` runs in `AssetMode::Processed`. The "asset processing workflow" is now: 1. Enable `AssetMode::Processed` on `AssetPlugin` 2. When developing, run with the `asset_processor` and `file_watcher` features 3. When releasing, build without these features. The `AssetMode::ProcessedDev` mode has been removed.
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6 changed files with 51 additions and 38 deletions
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@ -244,6 +244,9 @@ shader_format_spirv = ["bevy_internal/shader_format_spirv"]
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# Enable some limitations to be able to use WebGL2. If not enabled, it will default to WebGPU in Wasm. Please refer to the [WebGL2 and WebGPU](https://github.com/bevyengine/bevy/tree/latest/examples#webgl2-and-webgpu) section of the examples README for more information on how to run Wasm builds with WebGPU.
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webgl2 = ["bevy_internal/webgl"]
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# Enables the built-in asset processor for processed assets.
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asset_processor = ["bevy_internal/asset_processor"]
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# Enables watching the filesystem for Bevy Asset hot-reloading
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file_watcher = ["bevy_internal/file_watcher"]
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@ -1080,7 +1083,7 @@ wasm = true
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name = "asset_processing"
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path = "examples/asset/processing/processing.rs"
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doc-scrape-examples = true
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required-features = ["file_watcher"]
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required-features = ["file_watcher", "asset_processor"]
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[package.metadata.example.asset_processing]
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name = "Asset Processing"
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@ -14,6 +14,7 @@ keywords = ["bevy"]
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file_watcher = ["notify-debouncer-full", "watch"]
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embedded_watcher = ["file_watcher"]
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multi-threaded = ["bevy_tasks/multi-threaded"]
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asset_processor = []
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watch = []
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[dependencies]
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@ -41,7 +41,7 @@ use crate::{
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io::{embedded::EmbeddedAssetRegistry, AssetSourceBuilder, AssetSourceBuilders, AssetSourceId},
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processor::{AssetProcessor, Process},
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};
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use bevy_app::{App, First, MainScheduleOrder, Plugin, PostUpdate, Startup};
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use bevy_app::{App, First, MainScheduleOrder, Plugin, PostUpdate};
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use bevy_ecs::{
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reflect::AppTypeRegistry,
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schedule::{IntoSystemConfigs, IntoSystemSetConfigs, ScheduleLabel, SystemSet},
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@ -80,21 +80,21 @@ pub enum AssetMode {
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/// [`AssetReader`]: crate::io::AssetReader
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/// [`AssetSource`]: crate::io::AssetSource
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Unprocessed,
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/// Loads assets from their final processed [`AssetReader`]. This should generally only be used when distributing apps.
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/// Use [`AssetMode::ProcessedDev`] to develop apps that process assets, then switch to [`AssetMode::Processed`] when deploying the apps.
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/// Assets will be "pre-processed". This enables assets to be imported / converted / optimized ahead of time.
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///
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/// [`AssetReader`]: crate::io::AssetReader
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Processed,
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/// Starts an [`AssetProcessor`] in the background that reads assets from their unprocessed [`AssetSource`] (defaults to the `assets` folder),
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/// processes them according to their [`AssetMeta`], and writes them to their processed [`AssetSource`] (defaults to the `imported_assets/Default` folder).
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/// Assets will be read from their unprocessed [`AssetSource`] (defaults to the `assets` folder),
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/// processed according to their [`AssetMeta`], and written to their processed [`AssetSource`] (defaults to the `imported_assets/Default` folder).
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///
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/// Apps will load assets from the processed [`AssetSource`]. Asset loads will wait until the asset processor has finished processing the requested asset.
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/// By default, this assumes the processor _has already been run_. It will load assets from their final processed [`AssetReader`].
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///
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/// This should generally be used in combination with the `file_watcher` cargo feature to support hot-reloading and re-processing assets.
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/// When developing an app, you should enable the `asset_processor` cargo feature, which will run the asset processor at startup. This should generally
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/// be used in combination with the `file_watcher` cargo feature, which enables hot-reloading of assets that have changed. When both features are enabled,
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/// changes to "original/source assets" will be detected, the asset will be re-processed, and then the final processed asset will be hot-reloaded in the app.
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///
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/// [`AssetMeta`]: crate::meta::AssetMeta
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/// [`AssetSource`]: crate::io::AssetSource
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ProcessedDev,
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/// [`AssetReader`]: crate::io::AssetReader
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Processed,
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}
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impl Default for AssetPlugin {
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@ -146,28 +146,32 @@ impl Plugin for AssetPlugin {
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));
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}
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AssetMode::Processed => {
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let mut builders = app.world.resource_mut::<AssetSourceBuilders>();
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let sources = builders.build_sources(false, watch);
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app.insert_resource(AssetServer::new(
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sources,
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AssetServerMode::Processed,
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watch,
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));
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}
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AssetMode::ProcessedDev => {
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let mut builders = app.world.resource_mut::<AssetSourceBuilders>();
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let processor = AssetProcessor::new(&mut builders);
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let mut sources = builders.build_sources(false, watch);
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sources.gate_on_processor(processor.data.clone());
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// the main asset server shares loaders with the processor asset server
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app.insert_resource(AssetServer::new_with_loaders(
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sources,
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processor.server().data.loaders.clone(),
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AssetServerMode::Processed,
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watch,
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))
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.insert_resource(processor)
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.add_systems(Startup, AssetProcessor::start);
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#[cfg(feature = "asset_processor")]
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{
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let mut builders = app.world.resource_mut::<AssetSourceBuilders>();
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let processor = AssetProcessor::new(&mut builders);
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let mut sources = builders.build_sources(false, watch);
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sources.gate_on_processor(processor.data.clone());
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// the main asset server shares loaders with the processor asset server
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app.insert_resource(AssetServer::new_with_loaders(
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sources,
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processor.server().data.loaders.clone(),
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AssetServerMode::Processed,
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watch,
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))
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.insert_resource(processor)
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.add_systems(bevy_app::Startup, AssetProcessor::start);
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}
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#[cfg(not(feature = "asset_processor"))]
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{
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let mut builders = app.world.resource_mut::<AssetSourceBuilders>();
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let sources = builders.build_sources(false, watch);
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app.insert_resource(AssetServer::new(
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sources,
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AssetServerMode::Processed,
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watch,
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));
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}
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}
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}
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}
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@ -102,6 +102,9 @@ glam_assert = ["bevy_math/glam_assert"]
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default_font = ["bevy_text?/default_font"]
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# Enables the built-in asset processor for processed assets.
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asset_processor = ["bevy_asset?/asset_processor"]
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# Enables watching the filesystem for Bevy Asset hot-reloading
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file_watcher = ["bevy_asset?/file_watcher"]
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@ -43,6 +43,7 @@ The default feature set enables most of the expected features of a game engine,
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|feature name|description|
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|-|-|
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|accesskit_unix|Enable AccessKit on Unix backends (currently only works with experimental screen readers and forks.)|
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|asset_processor|Enables the built-in asset processor for processed assets.|
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|async-io|Use async-io's implementation of block_on instead of futures-lite's implementation. This is preferred if your application uses async-io.|
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|basis-universal|Basis Universal compressed texture support|
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|bevy_ci_testing|Enable systems that allow for automated testing on CI|
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@ -17,18 +17,19 @@ use thiserror::Error;
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fn main() {
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App::new()
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// Enabling `processed_dev` will configure the AssetPlugin to use asset processing.
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// This will run the AssetProcessor in the background, which will listen for changes to
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// the `assets` folder, run them through configured asset processors, and write the results
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// to the `imported_assets` folder.
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// Using the "processed" mode will configure the AssetPlugin to use asset processing.
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// If you also enable the `asset_processor` cargo feature, this will run the AssetProcessor
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// in the background, run them through configured asset processors, and write the results to
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// the `imported_assets` folder. If you also enable the `file_watcher` cargo feature, changes to the
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// source assets will be detected and they will be reprocessed.
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//
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// The AssetProcessor will create `.meta` files automatically for assets in the `assets` folder,
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// which can then be used to configure how the asset will be processed.
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.add_plugins((
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DefaultPlugins.set(AssetPlugin {
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mode: AssetMode::Processed,
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// This is just overriding the default paths to scope this to the correct example folder
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// You can generally skip this in your own projects
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mode: AssetMode::ProcessedDev,
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file_path: "examples/asset/processing/assets".to_string(),
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processed_file_path: "examples/asset/processing/imported_assets/Default"
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.to_string(),
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