Shader code paths (#13908)

# Objective

Add extra metadata for the shader examples that contains the location of
their associated shader file(s). This is to be used for the bevy website
shader examples so that the shader code is underneath the rust code.

## Solution

Parse the example rust files for mentions of `.wgsl`, `.frag`, and
`.vert`, then append the found paths to a field called
`shader_code_paths` in the generated `index.md`s for each shader
example.
This commit is contained in:
AndrewDanial 2024-06-18 23:23:02 -04:00 committed by GitHub
parent 6b2d4834e9
commit f8014e0d01
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
2 changed files with 20 additions and 2 deletions

View file

@ -13,6 +13,7 @@ toml_edit = { version = "0.22.7", default-features = false, features = [
"parse", "parse",
] } ] }
pbr = "1.1" pbr = "1.1"
regex = "1.10.5"
[lints] [lints]
workspace = true workspace = true

View file

@ -1,7 +1,7 @@
//! Tool to run all examples or generate a showcase page for the Bevy website. //! Tool to run all examples or generate a showcase page for the Bevy website.
use std::{ use std::{
collections::{hash_map::DefaultHasher, HashMap}, collections::{hash_map::DefaultHasher, HashMap, HashSet},
fmt::Display, fmt::Display,
fs::{self, File}, fs::{self, File},
hash::{Hash, Hasher}, hash::{Hash, Hasher},
@ -14,6 +14,7 @@ use std::{
use clap::{error::ErrorKind, CommandFactory, Parser, ValueEnum}; use clap::{error::ErrorKind, CommandFactory, Parser, ValueEnum};
use pbr::ProgressBar; use pbr::ProgressBar;
use regex::Regex;
use toml_edit::DocumentMut; use toml_edit::DocumentMut;
use xshell::{cmd, Shell}; use xshell::{cmd, Shell};
@ -546,6 +547,7 @@ technical_name = \"{}\"
link = \"/examples{}/{}/{}\" link = \"/examples{}/{}/{}\"
image = \"../static/screenshots/{}/{}.png\" image = \"../static/screenshots/{}/{}.png\"
code_path = \"content/examples{}/{}\" code_path = \"content/examples{}/{}\"
shader_code_paths = {:?}
github_code_path = \"{}\" github_code_path = \"{}\"
header_message = \"Examples ({})\" header_message = \"Examples ({})\"
+++", +++",
@ -580,6 +582,7 @@ header_message = \"Examples ({})\"
.skip(1) .skip(1)
.collect::<PathBuf>() .collect::<PathBuf>()
.display(), .display(),
to_show.shader_paths,
&to_show.path, &to_show.path,
match api { match api {
WebApi::Webgpu => "WebGPU", WebApi::Webgpu => "WebGPU",
@ -723,6 +726,18 @@ fn parse_examples() -> Vec<Example> {
.flat_map(|val| { .flat_map(|val| {
let technical_name = val.get("name").unwrap().as_str().unwrap().to_string(); let technical_name = val.get("name").unwrap().as_str().unwrap().to_string();
let source_code = fs::read_to_string(val["path"].as_str().unwrap()).unwrap();
let shader_regex =
Regex::new(r"(shaders\/\w+\.wgsl)|(shaders\/\w+\.frag)|(shaders\/\w+\.vert)")
.unwrap();
// Find all instances of references to shader files, collect into set to avoid duplicates, then convert to vec of strings.
let shader_paths = Vec::from_iter(
shader_regex
.find_iter(&source_code)
.map(|matches| matches.as_str().to_owned())
.collect::<HashSet<String>>(),
);
if metadatas if metadatas
.get(&technical_name) .get(&technical_name)
.and_then(|metadata| metadata.get("hidden")) .and_then(|metadata| metadata.get("hidden"))
@ -736,6 +751,7 @@ fn parse_examples() -> Vec<Example> {
metadatas.get(&technical_name).map(|metadata| Example { metadatas.get(&technical_name).map(|metadata| Example {
technical_name, technical_name,
path: val["path"].as_str().unwrap().to_string(), path: val["path"].as_str().unwrap().to_string(),
shader_paths,
name: metadata["name"].as_str().unwrap().to_string(), name: metadata["name"].as_str().unwrap().to_string(),
description: metadata["description"].as_str().unwrap().to_string(), description: metadata["description"].as_str().unwrap().to_string(),
category: metadata["category"].as_str().unwrap().to_string(), category: metadata["category"].as_str().unwrap().to_string(),
@ -780,9 +796,10 @@ struct Example {
technical_name: String, technical_name: String,
/// Path to the example file /// Path to the example file
path: String, path: String,
/// Path to the associated wgsl file if it exists
shader_paths: Vec<String>,
/// List of non default required features /// List of non default required features
required_features: Vec<String>, required_features: Vec<String>,
// From the example metadata // From the example metadata
/// Pretty name, used for display /// Pretty name, used for display
name: String, name: String,