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61127f6d01
# Objective
- In 0.18, we had 10 different functions that load assets (I'm not even
counting `load_folder`).
- In 0.19, we've even added `load_erased` - but it unfortunately doesn't
support all the features that the other variants support.
- We apparently needed `load_acquire_with_settings_override` which 1)
loads the asset, 2) uses the settings provided, 3) allows reading
unapproved asset paths, and 4) drops a guard once the load completes.
- That's fine if that's necessary. But we needed to create an explicit
variant for that.
- We need fewer load paths!
## Solution
- Create a builder.
- Store all these options dynamically instead of statically handling
each case.
- Have the caller choose a particular "kind" of load when they are
ready: `load`, `load_erased`, `load_untyped`, or `load_untyped_async`.
- I intentionally didn't provide a `load_async` or `load_erased_async`,
since those can be replicated using `load`/`load_erased` +
`AssetServer::wait_for_asset_id` to get the exact same effect.
I am also intentionally leaving `NestedLoader` untouched in this PR, but
a followup will duplicate this API for `NestedLoader`, which should make
it easier to understand.
Unlike the `NestedLoader` API, we aren't doing any type-state craziness,
so the docs are much more clear: users don't need to understand how
type-state stuff works, they just call the handful of methods on the
type. The "cost" here is we now need to be careful about including the
cross product of loads between static asset type, runtime asset type, or
dynamic asset type, crossed with deferred or async. In theory, if we
added more kinds on either side, we would need to expand this cross
product a lot. In practice though, it seems unlikely there will be any
more variants there. (maybe there could be a blocking variant? I don't
think this is a popular opinion though).
A big con here is some somewhat common calls are now more verbose.
Specifically, `asset_server.load_with_settings()` has become
`asset_server.load_builder().with_settings().load()`. I am not really
concerned about this though, since it really isn't that painful.
## Testing
- Tests all pass!
---
## Showcase
Now instead of:
```rust
asset_server.load_acquire_with_settings_override("some_path", |settings: &mut GltfLoaderSettings| { ... }, my_lock_guard);
```
You can instead do:
```rust
asset_server.load_builder()
.with_guard(my_lock_guard)
.with_settings(|settings: &mut GltfLoaderSettings| { ... })
.override_unapproved()
.load("some_path");
```
We also now cover more variants! For example, you can now load an asset
untyped with a guard, or with override_unapproved, etc.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
127 lines
4.3 KiB
Rust
127 lines
4.3 KiB
Rust
//! Showcases a `FogVolume`'s density texture being scrolled over time to create
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//! the effect of fog moving in the wind.
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//!
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//! The density texture is a repeating 3d noise texture and the `density_texture_offset`
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//! is moved every frame to achieve this.
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//!
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//! The example also utilizes the jitter option of `VolumetricFog` in tandem
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//! with temporal anti-aliasing to improve the visual quality of the effect.
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//!
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//! The camera is looking at a pillar with the sun peaking behind it. The light
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//! interactions change based on the density of the fog.
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use bevy::{
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anti_alias::taa::TemporalAntiAliasing,
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image::{
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ImageAddressMode, ImageFilterMode, ImageLoaderSettings, ImageSampler,
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ImageSamplerDescriptor,
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},
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light::{DirectionalLightShadowMap, FogVolume, VolumetricFog, VolumetricLight},
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post_process::bloom::Bloom,
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prelude::*,
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};
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/// Initializes the example.
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Scrolling Fog".into(),
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..default()
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}),
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..default()
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}))
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.insert_resource(DirectionalLightShadowMap { size: 4096 })
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.add_systems(Startup, setup)
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.add_systems(Update, scroll_fog)
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.run();
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}
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/// Spawns all entities into the scene.
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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assets: Res<AssetServer>,
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) {
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// Spawn camera with temporal anti-aliasing and a VolumetricFog configuration.
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.0, 2.0, 0.0).looking_at(Vec3::new(-5.0, 3.5, -6.0), Vec3::Y),
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Msaa::Off,
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TemporalAntiAliasing::default(),
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Bloom::default(),
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VolumetricFog {
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ambient_intensity: 0.0,
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jitter: 0.5,
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..default()
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},
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));
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// Spawn a directional light shining at the camera with the VolumetricLight component.
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commands.spawn((
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DirectionalLight {
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shadow_maps_enabled: true,
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..default()
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},
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Transform::from_xyz(-5.0, 5.0, -7.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
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VolumetricLight,
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));
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// Spawn ground mesh.
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(64.0, 1.0, 64.0))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Color::BLACK,
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perceptual_roughness: 1.0,
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..default()
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})),
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Transform::from_xyz(0.0, -0.5, 0.0),
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));
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// Spawn pillar standing between the camera and the sun.
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(2.0, 9.0, 2.0))),
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MeshMaterial3d(materials.add(Color::BLACK)),
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Transform::from_xyz(-10.0, 4.5, -11.0),
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));
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// Load a repeating 3d noise texture. Make sure to set ImageAddressMode to Repeat
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// so that the texture wraps around as the density texture offset is moved along.
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// Also set ImageFilterMode to Linear so that the fog isn't pixelated.
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let noise_texture = assets
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.load_builder()
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.with_settings(|settings: &mut _| {
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*settings = ImageLoaderSettings {
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sampler: ImageSampler::Descriptor(ImageSamplerDescriptor {
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address_mode_u: ImageAddressMode::Repeat,
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address_mode_v: ImageAddressMode::Repeat,
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address_mode_w: ImageAddressMode::Repeat,
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mag_filter: ImageFilterMode::Linear,
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min_filter: ImageFilterMode::Linear,
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mipmap_filter: ImageFilterMode::Linear,
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..default()
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}),
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..default()
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}
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})
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.load("volumes/fog_noise.ktx2");
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// Spawn a FogVolume and use the repeating noise texture as its density texture.
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commands.spawn((
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Transform::from_xyz(0.0, 32.0, 0.0).with_scale(Vec3::splat(64.0)),
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FogVolume {
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density_texture: Some(noise_texture),
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density_factor: 0.05,
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..default()
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},
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));
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}
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/// Moves fog density texture offset every frame.
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fn scroll_fog(time: Res<Time>, mut query: Query<&mut FogVolume>) {
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for mut fog_volume in query.iter_mut() {
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fog_volume.density_texture_offset += Vec3::new(0.0, 0.0, 0.04) * time.delta_secs();
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}
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}
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