bevy/crates/bevy_render/src/render_asset.rs
danieleades d8974e7c3d small and mostly pointless refactoring (#2934)
What is says on the tin.

This has got more to do with making `clippy` slightly more *quiet* than it does with changing anything that might greatly impact readability or performance.

that said, deriving `Default` for a couple of structs is a nice easy win
2022-02-13 22:33:55 +00:00

184 lines
6.8 KiB
Rust

use crate::{RenderApp, RenderStage};
use bevy_app::{App, Plugin};
use bevy_asset::{Asset, AssetEvent, Assets, Handle};
use bevy_ecs::{
prelude::*,
system::{lifetimeless::*, RunSystem, SystemParam, SystemParamItem},
};
use bevy_utils::{HashMap, HashSet};
use std::marker::PhantomData;
pub enum PrepareAssetError<E: Send + Sync + 'static> {
RetryNextUpdate(E),
}
/// Describes how an asset gets extracted and prepared for rendering.
///
/// In the [`RenderStage::Extract`](crate::RenderStage::Extract) step the asset is transferred
/// from the "app world" into the "render world".
/// Therefore it is converted into a [`RenderAsset::ExtractedAsset`], which may be the same type
/// as the render asset itself.
///
/// After that in the [`RenderStage::Prepare`](crate::RenderStage::Prepare) step the extracted asset
/// is transformed into its GPU-representation of type [`RenderAsset::PreparedAsset`].
pub trait RenderAsset: Asset {
/// The representation of the the asset in the "render world".
type ExtractedAsset: Send + Sync + 'static;
/// The GPU-representation of the the asset.
type PreparedAsset: Send + Sync + 'static;
/// Specifies all ECS data required by [`RenderAsset::prepare_asset`].
/// For convenience use the [`lifetimeless`](bevy_ecs::system::lifetimeless) [`SystemParam`].
type Param: SystemParam;
/// Converts the asset into a [`RenderAsset::ExtractedAsset`].
fn extract_asset(&self) -> Self::ExtractedAsset;
/// Prepares the `extracted asset` for the GPU by transforming it into
/// a [`RenderAsset::PreparedAsset`]. Therefore ECS data may be accessed via the `param`.
fn prepare_asset(
extracted_asset: Self::ExtractedAsset,
param: &mut SystemParamItem<Self::Param>,
) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>>;
}
/// This plugin extracts the changed assets from the "app world" into the "render world"
/// and prepares them for the GPU. They can then be accessed from the [`RenderAssets`] resource.
///
/// Therefore it sets up the [`RenderStage::Extract`](crate::RenderStage::Extract) and
/// [`RenderStage::Prepare`](crate::RenderStage::Prepare) steps for the specified [`RenderAsset`].
pub struct RenderAssetPlugin<A: RenderAsset>(PhantomData<fn() -> A>);
impl<A: RenderAsset> Default for RenderAssetPlugin<A> {
fn default() -> Self {
Self(PhantomData)
}
}
impl<A: RenderAsset> Plugin for RenderAssetPlugin<A> {
fn build(&self, app: &mut App) {
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
let prepare_asset_system = PrepareAssetSystem::<A>::system(&mut render_app.world);
render_app
.init_resource::<ExtractedAssets<A>>()
.init_resource::<RenderAssets<A>>()
.init_resource::<PrepareNextFrameAssets<A>>()
.add_system_to_stage(RenderStage::Extract, extract_render_asset::<A>)
.add_system_to_stage(RenderStage::Prepare, prepare_asset_system);
}
}
}
/// Temporarily stores the extracted and removed assets of the current frame.
pub struct ExtractedAssets<A: RenderAsset> {
extracted: Vec<(Handle<A>, A::ExtractedAsset)>,
removed: Vec<Handle<A>>,
}
impl<A: RenderAsset> Default for ExtractedAssets<A> {
fn default() -> Self {
Self {
extracted: Default::default(),
removed: Default::default(),
}
}
}
/// Stores all GPU representations ([`RenderAsset::PreparedAssets`](RenderAsset::PreparedAsset))
/// of [`RenderAssets`](RenderAsset) as long as they exist.
pub type RenderAssets<A> = HashMap<Handle<A>, <A as RenderAsset>::PreparedAsset>;
/// This system extracts all crated or modified assets of the corresponding [`RenderAsset`] type
/// into the "render world".
fn extract_render_asset<A: RenderAsset>(
mut commands: Commands,
mut events: EventReader<AssetEvent<A>>,
assets: Res<Assets<A>>,
) {
let mut changed_assets = HashSet::default();
let mut removed = Vec::new();
for event in events.iter() {
match event {
AssetEvent::Created { handle } => {
changed_assets.insert(handle);
}
AssetEvent::Modified { handle } => {
changed_assets.insert(handle);
}
AssetEvent::Removed { handle } => {
changed_assets.remove(handle);
removed.push(handle.clone_weak());
}
}
}
let mut extracted_assets = Vec::new();
for handle in changed_assets.drain() {
if let Some(asset) = assets.get(handle) {
extracted_assets.push((handle.clone_weak(), asset.extract_asset()));
}
}
commands.insert_resource(ExtractedAssets {
extracted: extracted_assets,
removed,
});
}
/// Specifies all ECS data required by [`PrepareAssetSystem`].
pub type RenderAssetParams<R> = (
SResMut<ExtractedAssets<R>>,
SResMut<RenderAssets<R>>,
SResMut<PrepareNextFrameAssets<R>>,
<R as RenderAsset>::Param,
);
// TODO: consider storing inside system?
/// All assets that should be prepared next frame.
pub struct PrepareNextFrameAssets<A: RenderAsset> {
assets: Vec<(Handle<A>, A::ExtractedAsset)>,
}
impl<A: RenderAsset> Default for PrepareNextFrameAssets<A> {
fn default() -> Self {
Self {
assets: Default::default(),
}
}
}
/// This system prepares all assets of the corresponding [`RenderAsset`] type
/// which where extracted this frame for the GPU.
pub struct PrepareAssetSystem<R: RenderAsset>(PhantomData<R>);
impl<R: RenderAsset> RunSystem for PrepareAssetSystem<R> {
type Param = RenderAssetParams<R>;
fn run(
(mut extracted_assets, mut render_assets, mut prepare_next_frame, mut param): SystemParamItem<Self::Param>,
) {
let mut queued_assets = std::mem::take(&mut prepare_next_frame.assets);
for (handle, extracted_asset) in queued_assets.drain(..) {
match R::prepare_asset(extracted_asset, &mut param) {
Ok(prepared_asset) => {
render_assets.insert(handle, prepared_asset);
}
Err(PrepareAssetError::RetryNextUpdate(extracted_asset)) => {
prepare_next_frame.assets.push((handle, extracted_asset));
}
}
}
for removed in std::mem::take(&mut extracted_assets.removed) {
render_assets.remove(&removed);
}
for (handle, extracted_asset) in std::mem::take(&mut extracted_assets.extracted) {
match R::prepare_asset(extracted_asset, &mut param) {
Ok(prepared_asset) => {
render_assets.insert(handle, prepared_asset);
}
Err(PrepareAssetError::RetryNextUpdate(extracted_asset)) => {
prepare_next_frame.assets.push((handle, extracted_asset));
}
}
}
}
}