mirror of
https://github.com/bevyengine/bevy
synced 2024-11-21 20:23:28 +00:00
Internal Asset Hot Reloading (#3966)
Adds "hot reloading" of internal assets, which is normally not possible because they are loaded using `include_str` / direct Asset collection access. This is accomplished via the following: * Add a new `debug_asset_server` feature flag * When that feature flag is enabled, create a second App with a second AssetServer that points to a configured location (by default the `crates` folder). Plugins that want to add hot reloading support for their assets can call the new `app.add_debug_asset::<T>()` and `app.init_debug_asset_loader::<T>()` functions. * Load "internal" assets using the new `load_internal_asset` macro. By default this is identical to the current "include_str + register in asset collection" approach. But if the `debug_asset_server` feature flag is enabled, it will also load the asset dynamically in the debug asset server using the file path. It will then set up a correlation between the "debug asset" and the "actual asset" by listening for asset change events. This is an alternative to #3673. The goal was to keep the boilerplate and features flags to a minimum for bevy plugin authors, and allow them to home their shaders near relevant code. This is a draft because I haven't done _any_ quality control on this yet. I'll probably rename things and remove a bunch of unwraps. I just got it working and wanted to use it to start a conversation. Fixes #3660
This commit is contained in:
parent
e9f52b9dd2
commit
98938a8555
17 changed files with 271 additions and 40 deletions
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@ -90,6 +90,9 @@ subpixel_glyph_atlas = ["bevy_internal/subpixel_glyph_atlas"]
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# Enable systems that allow for automated testing on CI
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bevy_ci_testing = ["bevy_internal/bevy_ci_testing"]
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# Enable the "debug asset server" for hot reloading internal assets
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debug_asset_server = ["bevy_internal/debug_asset_server"]
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[dependencies]
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bevy_dylib = { path = "crates/bevy_dylib", version = "0.6.0", default-features = false, optional = true }
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bevy_internal = { path = "crates/bevy_internal", version = "0.6.0", default-features = false }
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@ -11,6 +11,7 @@ keywords = ["bevy"]
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[features]
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default = []
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filesystem_watcher = ["notify"]
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debug_asset_server = ["filesystem_watcher"]
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[dependencies]
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# bevy
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@ -92,6 +92,10 @@ impl AssetServer {
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}
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}
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pub fn asset_io(&self) -> &dyn AssetIo {
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&*self.server.asset_io
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}
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pub(crate) fn register_asset_type<T: Asset>(&self) -> Assets<T> {
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if self
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.server
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@ -259,9 +259,15 @@ impl<T: Asset> Assets<T> {
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/// [App] extension methods for adding new asset types
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pub trait AddAsset {
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fn add_asset<T>(&mut self) -> &mut Self
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where
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T: Asset;
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fn add_debug_asset<T: Clone>(&mut self) -> &mut Self
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where
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T: Asset;
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fn init_asset_loader<T>(&mut self) -> &mut Self
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where
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T: AssetLoader + FromWorld;
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fn init_debug_asset_loader<T>(&mut self) -> &mut Self
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where
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T: AssetLoader + FromWorld;
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fn add_asset_loader<T>(&mut self, loader: T) -> &mut Self
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@ -292,6 +298,23 @@ impl AddAsset for App {
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.add_event::<AssetEvent<T>>()
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}
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fn add_debug_asset<T: Clone>(&mut self) -> &mut Self
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where
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T: Asset,
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{
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#[cfg(feature = "debug_asset_server")]
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{
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self.add_system(crate::debug_asset_server::sync_debug_assets::<T>);
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let mut app = self
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.world
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.get_non_send_resource_mut::<crate::debug_asset_server::DebugAssetApp>()
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.unwrap();
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app.add_asset::<T>()
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.init_resource::<crate::debug_asset_server::HandleMap<T>>();
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}
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self
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}
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fn init_asset_loader<T>(&mut self) -> &mut Self
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where
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T: AssetLoader + FromWorld,
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@ -300,6 +323,21 @@ impl AddAsset for App {
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self.add_asset_loader(result)
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}
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fn init_debug_asset_loader<T>(&mut self) -> &mut Self
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where
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T: AssetLoader + FromWorld,
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{
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#[cfg(feature = "debug_asset_server")]
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{
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let mut app = self
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.world
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.get_non_send_resource_mut::<crate::debug_asset_server::DebugAssetApp>()
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.unwrap();
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app.init_asset_loader::<T>();
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}
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self
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}
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fn add_asset_loader<T>(&mut self, loader: T) -> &mut Self
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where
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T: AssetLoader,
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@ -312,6 +350,43 @@ impl AddAsset for App {
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}
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}
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#[cfg(feature = "debug_asset_server")]
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#[macro_export]
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macro_rules! load_internal_asset {
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($app: ident, $handle: ident, $path_str: expr, $loader: expr) => {{
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{
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let mut debug_app = $app
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.world
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.get_non_send_resource_mut::<bevy_asset::debug_asset_server::DebugAssetApp>()
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.unwrap();
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bevy_asset::debug_asset_server::register_handle_with_loader(
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$loader,
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&mut debug_app,
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$handle,
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file!(),
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$path_str,
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);
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}
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let mut assets = $app
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.world
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.get_resource_mut::<bevy_asset::Assets<_>>()
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.unwrap();
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assets.set_untracked($handle, ($loader)(include_str!($path_str)));
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}};
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}
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#[cfg(not(feature = "debug_asset_server"))]
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#[macro_export]
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macro_rules! load_internal_asset {
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($app: ident, $handle: ident, $path_str: expr, $loader: expr) => {{
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let mut assets = $app
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.world
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.get_resource_mut::<bevy_asset::Assets<_>>()
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.unwrap();
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assets.set_untracked($handle, ($loader)(include_str!($path_str)));
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}};
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}
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#[cfg(test)]
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mod tests {
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use bevy_app::App;
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138
crates/bevy_asset/src/debug_asset_server.rs
Normal file
138
crates/bevy_asset/src/debug_asset_server.rs
Normal file
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@ -0,0 +1,138 @@
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use bevy_app::{App, Events, Plugin};
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use bevy_ecs::{
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schedule::SystemLabel,
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system::{NonSendMut, Res, ResMut, SystemState},
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};
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use bevy_tasks::{IoTaskPool, TaskPoolBuilder};
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use bevy_utils::HashMap;
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use std::{
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ops::{Deref, DerefMut},
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path::Path,
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};
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use crate::{
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Asset, AssetEvent, AssetPlugin, AssetServer, AssetServerSettings, Assets, FileAssetIo, Handle,
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HandleUntyped,
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};
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/// A "debug asset app", whose sole responsibility is hot reloading assets that are
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/// "internal" / compiled-in to Bevy Plugins.
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pub struct DebugAssetApp(App);
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impl Deref for DebugAssetApp {
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type Target = App;
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fn deref(&self) -> &Self::Target {
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&self.0
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}
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}
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impl DerefMut for DebugAssetApp {
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fn deref_mut(&mut self) -> &mut Self::Target {
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&mut self.0
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}
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}
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#[derive(SystemLabel, Debug, Clone, PartialEq, Eq, Hash)]
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pub struct DebugAssetAppRun;
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/// Facilitates the creation of a "debug asset app", whose sole responsibility is hot reloading
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/// assets that are "internal" / compiled-in to Bevy Plugins.
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/// Pair with [`load_internal_asset`](crate::load_internal_asset) to load "hot reloadable" assets
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/// The `debug_asset_server` feature flag must also be enabled for hot reloading to work.
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/// Currently only hot reloads assets stored in the `crates` folder.
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#[derive(Default)]
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pub struct DebugAssetServerPlugin;
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pub struct HandleMap<T: Asset> {
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pub handles: HashMap<Handle<T>, Handle<T>>,
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}
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impl<T: Asset> Default for HandleMap<T> {
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fn default() -> Self {
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Self {
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handles: Default::default(),
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}
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}
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}
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impl Plugin for DebugAssetServerPlugin {
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fn build(&self, app: &mut bevy_app::App) {
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let mut debug_asset_app = App::new();
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debug_asset_app
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.insert_resource(IoTaskPool(
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TaskPoolBuilder::default()
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.num_threads(2)
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.thread_name("Debug Asset Server IO Task Pool".to_string())
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.build(),
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))
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.insert_resource(AssetServerSettings {
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asset_folder: "crates".to_string(),
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watch_for_changes: true,
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})
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.add_plugin(AssetPlugin);
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app.insert_non_send_resource(DebugAssetApp(debug_asset_app));
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app.add_system(run_debug_asset_app);
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}
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}
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fn run_debug_asset_app(mut debug_asset_app: NonSendMut<DebugAssetApp>) {
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debug_asset_app.0.update();
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}
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pub(crate) fn sync_debug_assets<T: Asset + Clone>(
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mut debug_asset_app: NonSendMut<DebugAssetApp>,
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mut assets: ResMut<Assets<T>>,
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) {
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let world = &mut debug_asset_app.0.world;
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let mut state = SystemState::<(
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Res<Events<AssetEvent<T>>>,
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Res<HandleMap<T>>,
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Res<Assets<T>>,
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)>::new(world);
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let (changed_shaders, handle_map, debug_assets) = state.get_mut(world);
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for changed in changed_shaders.iter_current_update_events() {
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let debug_handle = match changed {
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AssetEvent::Created { handle } => handle,
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AssetEvent::Modified { handle } => handle,
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AssetEvent::Removed { .. } => continue,
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};
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if let Some(handle) = handle_map.handles.get(debug_handle) {
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if let Some(debug_asset) = debug_assets.get(debug_handle) {
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assets.set_untracked(handle, debug_asset.clone());
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}
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}
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}
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}
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/// Uses the return type of the given loader to register the given handle with the appropriate type
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/// and load the asset with the given `path` and parent `file_path`.
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/// If this feels a bit odd ... thats because it is. This was built to improve the UX of the
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/// `load_internal_asset` macro.
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pub fn register_handle_with_loader<A: Asset>(
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_loader: fn(&'static str) -> A,
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app: &mut DebugAssetApp,
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handle: HandleUntyped,
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file_path: &str,
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path: &'static str,
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) {
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let mut state = SystemState::<(ResMut<HandleMap<A>>, Res<AssetServer>)>::new(&mut app.world);
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let manifest_dir = std::env::var("CARGO_MANIFEST_DIR").unwrap();
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let manifest_dir_path = Path::new(&manifest_dir);
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let (mut handle_map, asset_server) = state.get_mut(&mut app.world);
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let asset_io = asset_server
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.asset_io()
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.downcast_ref::<FileAssetIo>()
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.expect("The debug AssetServer only works with FileAssetIo-backed AssetServers");
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let absolute_file_path = manifest_dir_path.join(
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Path::new(file_path)
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.parent()
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.expect("file path must have a parent"),
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);
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let asset_folder_relative_path = absolute_file_path
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.strip_prefix(asset_io.root_path())
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.expect("The AssetIo root path should be a prefix of the absolute file path");
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handle_map.handles.insert(
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asset_server.load(asset_folder_relative_path.join(path)),
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handle.clone_weak().typed::<A>(),
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);
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}
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@ -62,6 +62,10 @@ impl FileAssetIo {
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.unwrap()
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}
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}
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pub fn root_path(&self) -> &PathBuf {
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&self.root_path
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}
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}
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impl AssetIo for FileAssetIo {
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@ -1,5 +1,7 @@
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mod asset_server;
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mod assets;
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#[cfg(feature = "debug_asset_server")]
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pub mod debug_asset_server;
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pub mod diagnostic;
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#[cfg(all(
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feature = "filesystem_watcher",
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@ -14,6 +14,7 @@ trace = [ "bevy_app/trace", "bevy_ecs/trace", "bevy_render/trace" ]
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trace_chrome = [ "bevy_log/tracing-chrome" ]
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trace_tracy = [ "bevy_log/tracing-tracy" ]
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wgpu_trace = ["bevy_render/wgpu_trace"]
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debug_asset_server = ["bevy_asset/debug_asset_server"]
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# Image format support for texture loading (PNG and HDR are enabled by default)
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hdr = ["bevy_render/hdr"]
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@ -31,6 +31,8 @@ impl PluginGroup for DefaultPlugins {
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group.add(bevy_input::InputPlugin::default());
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group.add(bevy_window::WindowPlugin::default());
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group.add(bevy_asset::AssetPlugin::default());
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#[cfg(feature = "debug_asset_server")]
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group.add(bevy_asset::debug_asset_server::DebugAssetServerPlugin::default());
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group.add(bevy_scene::ScenePlugin::default());
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#[cfg(feature = "bevy_winit")]
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@ -33,7 +33,7 @@ pub mod draw_3d_graph {
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}
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use bevy_app::prelude::*;
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use bevy_asset::{Assets, Handle, HandleUntyped};
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use bevy_asset::{load_internal_asset, Assets, Handle, HandleUntyped};
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use bevy_ecs::prelude::*;
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use bevy_reflect::TypeUuid;
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use bevy_render::{
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@ -57,14 +57,12 @@ pub struct PbrPlugin;
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impl Plugin for PbrPlugin {
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fn build(&self, app: &mut App) {
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let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
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shaders.set_untracked(
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PBR_SHADER_HANDLE,
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Shader::from_wgsl(include_str!("render/pbr.wgsl")),
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);
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shaders.set_untracked(
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load_internal_asset!(app, PBR_SHADER_HANDLE, "render/pbr.wgsl", Shader::from_wgsl);
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load_internal_asset!(
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app,
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SHADOW_SHADER_HANDLE,
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Shader::from_wgsl(include_str!("render/depth.wgsl")),
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"render/depth.wgsl",
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Shader::from_wgsl
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);
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app.register_type::<CubemapVisibleEntities>()
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@ -3,7 +3,7 @@ use crate::{
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ViewClusterBindings, ViewLightsUniformOffset, ViewShadowBindings,
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};
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use bevy_app::Plugin;
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use bevy_asset::{Assets, Handle, HandleUntyped};
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use bevy_asset::{load_internal_asset, Handle, HandleUntyped};
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use bevy_ecs::{
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prelude::*,
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system::{lifetimeless::*, SystemParamItem},
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@ -35,18 +35,18 @@ pub const MESH_SHADER_HANDLE: HandleUntyped =
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impl Plugin for MeshRenderPlugin {
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fn build(&self, app: &mut bevy_app::App) {
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let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
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shaders.set_untracked(
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MESH_SHADER_HANDLE,
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Shader::from_wgsl(include_str!("mesh.wgsl")),
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);
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shaders.set_untracked(
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load_internal_asset!(app, MESH_SHADER_HANDLE, "mesh.wgsl", Shader::from_wgsl);
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load_internal_asset!(
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app,
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MESH_STRUCT_HANDLE,
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Shader::from_wgsl(include_str!("mesh_struct.wgsl")),
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"mesh_struct.wgsl",
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Shader::from_wgsl
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);
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shaders.set_untracked(
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load_internal_asset!(
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app,
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MESH_VIEW_BIND_GROUP_HANDLE,
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Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")),
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"mesh_view_bind_group.wgsl",
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Shader::from_wgsl
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);
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app.add_plugin(UniformComponentPlugin::<MeshUniform>::default());
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|
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@ -1,7 +1,7 @@
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use crate::MeshPipeline;
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use crate::{DrawMesh, MeshPipelineKey, MeshUniform, SetMeshBindGroup, SetMeshViewBindGroup};
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use bevy_app::Plugin;
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use bevy_asset::{Assets, Handle, HandleUntyped};
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use bevy_asset::{load_internal_asset, Handle, HandleUntyped};
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use bevy_core_pipeline::Opaque3d;
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use bevy_ecs::{prelude::*, reflect::ReflectComponent};
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use bevy_reflect::{Reflect, TypeUuid};
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|
@ -23,10 +23,11 @@ pub struct WireframePlugin;
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impl Plugin for WireframePlugin {
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fn build(&self, app: &mut bevy_app::App) {
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let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
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shaders.set_untracked(
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load_internal_asset!(
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app,
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WIREFRAME_SHADER_HANDLE,
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Shader::from_wgsl(include_str!("render/wireframe.wgsl")),
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"render/wireframe.wgsl",
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Shader::from_wgsl
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);
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|
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app.init_resource::<WireframeConfig>();
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|
|
|
@ -115,7 +115,9 @@ impl Plugin for RenderPlugin {
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.unwrap_or_default();
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|
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app.add_asset::<Shader>()
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.add_debug_asset::<Shader>()
|
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.init_asset_loader::<ShaderLoader>()
|
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.init_debug_asset_loader::<ShaderLoader>()
|
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.register_type::<Color>();
|
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|
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if let Some(backends) = options.backends {
|
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|
|
|
@ -1,5 +1,5 @@
|
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use bevy_app::{App, Plugin};
|
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use bevy_asset::{AssetServer, Assets, Handle, HandleUntyped};
|
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use bevy_asset::{load_internal_asset, AssetServer, Assets, Handle, HandleUntyped};
|
||||
use bevy_ecs::system::{lifetimeless::SRes, SystemParamItem};
|
||||
use bevy_math::Vec4;
|
||||
use bevy_reflect::TypeUuid;
|
||||
|
@ -25,10 +25,11 @@ pub struct ColorMaterialPlugin;
|
|||
|
||||
impl Plugin for ColorMaterialPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
|
||||
shaders.set_untracked(
|
||||
load_internal_asset!(
|
||||
app,
|
||||
COLOR_MATERIAL_SHADER_HANDLE,
|
||||
Shader::from_wgsl(include_str!("color_material.wgsl")),
|
||||
"color_material.wgsl",
|
||||
Shader::from_wgsl
|
||||
);
|
||||
|
||||
app.add_plugin(Material2dPlugin::<ColorMaterial>::default());
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
use bevy_app::Plugin;
|
||||
use bevy_asset::{Assets, Handle, HandleUntyped};
|
||||
use bevy_asset::{load_internal_asset, Handle, HandleUntyped};
|
||||
use bevy_ecs::{
|
||||
prelude::*,
|
||||
system::{lifetimeless::*, SystemParamItem},
|
||||
|
@ -43,18 +43,18 @@ pub const MESH2D_SHADER_HANDLE: HandleUntyped =
|
|||
|
||||
impl Plugin for Mesh2dRenderPlugin {
|
||||
fn build(&self, app: &mut bevy_app::App) {
|
||||
let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
|
||||
shaders.set_untracked(
|
||||
MESH2D_SHADER_HANDLE,
|
||||
Shader::from_wgsl(include_str!("mesh2d.wgsl")),
|
||||
);
|
||||
shaders.set_untracked(
|
||||
load_internal_asset!(app, MESH2D_SHADER_HANDLE, "mesh2d.wgsl", Shader::from_wgsl);
|
||||
load_internal_asset!(
|
||||
app,
|
||||
MESH2D_STRUCT_HANDLE,
|
||||
Shader::from_wgsl(include_str!("mesh2d_struct.wgsl")),
|
||||
"mesh2d_struct.wgsl",
|
||||
Shader::from_wgsl
|
||||
);
|
||||
shaders.set_untracked(
|
||||
load_internal_asset!(
|
||||
app,
|
||||
MESH2D_VIEW_BIND_GROUP_HANDLE,
|
||||
Shader::from_wgsl(include_str!("mesh2d_view_bind_group.wgsl")),
|
||||
"mesh2d_view_bind_group.wgsl",
|
||||
Shader::from_wgsl
|
||||
);
|
||||
|
||||
app.add_plugin(UniformComponentPlugin::<Mesh2dUniform>::default());
|
||||
|
|
|
@ -9,7 +9,7 @@ pub use render_pass::*;
|
|||
use std::ops::Range;
|
||||
|
||||
use bevy_app::prelude::*;
|
||||
use bevy_asset::{AssetEvent, Assets, Handle, HandleUntyped};
|
||||
use bevy_asset::{load_internal_asset, AssetEvent, Assets, Handle, HandleUntyped};
|
||||
use bevy_core::FloatOrd;
|
||||
use bevy_ecs::prelude::*;
|
||||
use bevy_math::{const_vec3, Mat4, Vec2, Vec3, Vec4Swizzles};
|
||||
|
@ -59,9 +59,7 @@ pub enum RenderUiSystem {
|
|||
}
|
||||
|
||||
pub fn build_ui_render(app: &mut App) {
|
||||
let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
|
||||
let ui_shader = Shader::from_wgsl(include_str!("ui.wgsl"));
|
||||
shaders.set_untracked(UI_SHADER_HANDLE, ui_shader);
|
||||
load_internal_asset!(app, UI_SHADER_HANDLE, "ui.wgsl", Shader::from_wgsl);
|
||||
|
||||
let mut active_cameras = app.world.get_resource_mut::<ActiveCameras>().unwrap();
|
||||
active_cameras.add(CAMERA_UI);
|
||||
|
|
|
@ -36,3 +36,4 @@
|
|||
|wayland|Enable this to use Wayland display server protocol other than X11.|
|
||||
|subpixel_glyph_atlas|Enable this to cache glyphs using subpixel accuracy. This increases texture memory usage as each position requires a separate sprite in the glyph atlas, but provide more accurate character spacing.|
|
||||
|bevy_ci_testing|Used for running examples in CI.|
|
||||
|debug_asset_server|Enabling this turns on "hot reloading" of built in assets, such as shaders.|
|
||||
|
|
Loading…
Reference in a new issue