bevy/examples/3d/pbr.rs
Benjamin Brienen 93fc2d12cf
Remove incorrect equality comparisons for asset load error types (#15890)
# Objective

The type `AssetLoadError` has `PartialEq` and `Eq` impls, which is
problematic due to the fact that the `AssetLoaderError` and
`AddAsyncError` variants lie in their impls: they will return `true` for
any `Box<dyn Error>` with the same `TypeId`, even if the actual value is
different. This can lead to subtle bugs if a user relies on the equality
comparison to ensure that two values are equal.

The same is true for `DependencyLoadState`,
`RecursiveDependencyLoadState`.

More generally, it is an anti-pattern for large error types involving
dynamic dispatch, such as `AssetLoadError`, to have equality
comparisons. Directly comparing two errors for equality is usually not
desired -- if some logic needs to branch based on the value of an error,
it is usually more correct to check for specific variants and inspect
their fields.

As far as I can tell, the only reason these errors have equality
comparisons is because the `LoadState` enum wraps `AssetLoadError` for
its `Failed` variant. This equality comparison is only used to check for
`== LoadState::Loaded`, which we can easily replace with an `is_loaded`
method.

## Solution

Remove the `{Partial}Eq` impls from `LoadState`, which also allows us to
remove it from the error types.

## Migration Guide

The types `bevy_asset::AssetLoadError` and `bevy_asset::LoadState` no
longer support equality comparisons. If you need to check for an asset's
load state, consider checking for a specific variant using
`LoadState::is_loaded` or the `matches!` macro. Similarly, consider
using the `matches!` macro to check for specific variants of the
`AssetLoadError` type if you need to inspect the value of an asset load
error in your code.

`DependencyLoadState` and `RecursiveDependencyLoadState` are not
released yet, so no migration needed,

---------

Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
2024-10-14 01:00:45 +00:00

147 lines
4.2 KiB
Rust

//! This example shows how to configure Physically Based Rendering (PBR) parameters.
use bevy::{prelude::*, render::camera::ScalingMode};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, environment_map_load_finish)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
let sphere_mesh = meshes.add(Sphere::new(0.45));
// add entities to the world
for y in -2..=2 {
for x in -5..=5 {
let x01 = (x + 5) as f32 / 10.0;
let y01 = (y + 2) as f32 / 4.0;
// sphere
commands.spawn((
Mesh3d(sphere_mesh.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Srgba::hex("#ffd891").unwrap().into(),
// vary key PBR parameters on a grid of spheres to show the effect
metallic: y01,
perceptual_roughness: x01,
..default()
})),
Transform::from_xyz(x as f32, y as f32 + 0.5, 0.0),
));
}
}
// unlit sphere
commands.spawn((
Mesh3d(sphere_mesh),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Srgba::hex("#ffd891").unwrap().into(),
// vary key PBR parameters on a grid of spheres to show the effect
unlit: true,
..default()
})),
Transform::from_xyz(-5.0, -2.5, 0.0),
));
commands.spawn((
DirectionalLight {
illuminance: 1_500.,
..default()
},
Transform::from_xyz(50.0, 50.0, 50.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// labels
commands.spawn((
Text::new("Perceptual Roughness"),
TextFont {
font_size: 30.0,
..default()
},
Style {
position_type: PositionType::Absolute,
top: Val::Px(20.0),
left: Val::Px(100.0),
..default()
},
));
commands.spawn((
Text::new("Metallic"),
TextFont {
font_size: 30.0,
..default()
},
Style {
position_type: PositionType::Absolute,
top: Val::Px(130.0),
right: Val::ZERO,
..default()
},
Transform {
rotation: Quat::from_rotation_z(std::f32::consts::PI / 2.0),
..default()
},
));
commands.spawn((
Text::new("Loading Environment Map..."),
TextFont {
font_size: 30.0,
..default()
},
Style {
position_type: PositionType::Absolute,
bottom: Val::Px(20.0),
right: Val::Px(20.0),
..default()
},
EnvironmentMapLabel,
));
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::default(), Vec3::Y),
Projection::from(OrthographicProjection {
scaling_mode: ScalingMode::WindowSize(100.0),
..OrthographicProjection::default_3d()
}),
EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
intensity: 900.0,
..default()
},
));
}
fn environment_map_load_finish(
mut commands: Commands,
asset_server: Res<AssetServer>,
environment_maps: Query<&EnvironmentMapLight>,
label_query: Query<Entity, With<EnvironmentMapLabel>>,
) {
if let Ok(environment_map) = environment_maps.get_single() {
if asset_server
.load_state(&environment_map.diffuse_map)
.is_loaded()
&& asset_server
.load_state(&environment_map.specular_map)
.is_loaded()
{
if let Ok(label_entity) = label_query.get_single() {
commands.entity(label_entity).despawn();
}
}
}
}
#[derive(Component)]
struct EnvironmentMapLabel;