bevy/examples/3d/skybox.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

176 lines
5 KiB
Rust

//! Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats
#[path = "../helpers/camera_controller.rs"]
mod camera_controller;
use bevy::{
core_pipeline::Skybox,
prelude::*,
render::{
render_resource::{TextureViewDescriptor, TextureViewDimension},
renderer::RenderDevice,
texture::CompressedImageFormats,
},
};
use camera_controller::{CameraController, CameraControllerPlugin};
use std::f32::consts::PI;
const CUBEMAPS: &[(&str, CompressedImageFormats)] = &[
(
"textures/Ryfjallet_cubemap.png",
CompressedImageFormats::NONE,
),
(
"textures/Ryfjallet_cubemap_astc4x4.ktx2",
CompressedImageFormats::ASTC_LDR,
),
(
"textures/Ryfjallet_cubemap_bc7.ktx2",
CompressedImageFormats::BC,
),
(
"textures/Ryfjallet_cubemap_etc2.ktx2",
CompressedImageFormats::ETC2,
),
];
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(CameraControllerPlugin)
.add_systems(Startup, setup)
.add_systems(
Update,
(
cycle_cubemap_asset,
asset_loaded.after(cycle_cubemap_asset),
animate_light_direction,
),
)
.run();
}
#[derive(Resource)]
struct Cubemap {
is_loaded: bool,
index: usize,
image_handle: Handle<Image>,
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// directional 'sun' light
commands.spawn((
DirectionalLight {
illuminance: 32000.0,
..default()
},
Transform::from_xyz(0.0, 2.0, 0.0).with_rotation(Quat::from_rotation_x(-PI / 4.)),
));
let skybox_handle = asset_server.load(CUBEMAPS[0].0);
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
CameraController::default(),
Skybox {
image: skybox_handle.clone(),
brightness: 1000.0,
..default()
},
));
// ambient light
// NOTE: The ambient light is used to scale how bright the environment map is so with a bright
// environment map, use an appropriate color and brightness to match
commands.insert_resource(AmbientLight {
color: Color::srgb_u8(210, 220, 240),
brightness: 1.0,
});
commands.insert_resource(Cubemap {
is_loaded: false,
index: 0,
image_handle: skybox_handle,
});
}
const CUBEMAP_SWAP_DELAY: f32 = 3.0;
fn cycle_cubemap_asset(
time: Res<Time>,
mut next_swap: Local<f32>,
mut cubemap: ResMut<Cubemap>,
asset_server: Res<AssetServer>,
render_device: Res<RenderDevice>,
) {
let now = time.elapsed_seconds();
if *next_swap == 0.0 {
*next_swap = now + CUBEMAP_SWAP_DELAY;
return;
} else if now < *next_swap {
return;
}
*next_swap += CUBEMAP_SWAP_DELAY;
let supported_compressed_formats =
CompressedImageFormats::from_features(render_device.features());
let mut new_index = cubemap.index;
for _ in 0..CUBEMAPS.len() {
new_index = (new_index + 1) % CUBEMAPS.len();
if supported_compressed_formats.contains(CUBEMAPS[new_index].1) {
break;
}
info!(
"Skipping format which is not supported by current hardware: {:?}",
CUBEMAPS[new_index]
);
}
// Skip swapping to the same texture. Useful for when ktx2, zstd, or compressed texture support
// is missing
if new_index == cubemap.index {
return;
}
cubemap.index = new_index;
cubemap.image_handle = asset_server.load(CUBEMAPS[cubemap.index].0);
cubemap.is_loaded = false;
}
fn asset_loaded(
asset_server: Res<AssetServer>,
mut images: ResMut<Assets<Image>>,
mut cubemap: ResMut<Cubemap>,
mut skyboxes: Query<&mut Skybox>,
) {
if !cubemap.is_loaded && asset_server.load_state(&cubemap.image_handle).is_loaded() {
info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
let image = images.get_mut(&cubemap.image_handle).unwrap();
// NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
// so they appear as one texture. The following code reconfigures the texture as necessary.
if image.texture_descriptor.array_layer_count() == 1 {
image.reinterpret_stacked_2d_as_array(image.height() / image.width());
image.texture_view_descriptor = Some(TextureViewDescriptor {
dimension: Some(TextureViewDimension::Cube),
..default()
});
}
for mut skybox in &mut skyboxes {
skybox.image = cubemap.image_handle.clone();
}
cubemap.is_loaded = true;
}
}
fn animate_light_direction(
time: Res<Time>,
mut query: Query<&mut Transform, With<DirectionalLight>>,
) {
for mut transform in &mut query {
transform.rotate_y(time.delta_seconds() * 0.5);
}
}