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fix: rollback use of embedded_asset!
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sphw committed Nov 14, 2023
1 parent 6c044c6 commit 0a3339a
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Showing 5 changed files with 36 additions and 14 deletions.
28 changes: 21 additions & 7 deletions macros/src/model.rs
Original file line number Diff line number Diff line change
Expand Up @@ -49,6 +49,14 @@ pub fn derive_atmospheric(ast: syn::DeriveInput) -> Result<TokenStream> {
let asset_path = manifest.get_path("bevy_asset");
let ecs_path = manifest.get_path("bevy_ecs");

let id = {
use std::collections::hash_map::DefaultHasher;
use std::hash::{Hash, Hasher};
let mut hasher = DefaultHasher::new();
ast.ident.hash(&mut hasher);
hasher.finish()
};

let mut shader_path = ShaderPathType::None;
let mut binding_states: Vec<BindingState> = Vec::new();
let mut binding_impls = Vec::new();
Expand Down Expand Up @@ -132,16 +140,22 @@ pub fn derive_atmospheric(ast: syn::DeriveInput) -> Result<TokenStream> {
asset_server.load(#s)
}
},
ShaderPathType::Internal(s) => {
quote! {
ShaderPathType::Internal(s) => quote! {
{
use bevy::reflect::TypeUuid;
let handle: #asset_path::Handle<Shader> = #asset_path::Handle::weak_from_u128(#id as u128);

let internal_handle = handle.clone();
#asset_path::load_internal_asset!(
app,
internal_handle,
concat!(env!("CARGO_MANIFEST_DIR"), "/src/", #s),
Shader::from_wgsl
);

#asset_path::embedded_asset!(app, "src/", #s);
let asset_server = app.world.resource::<AssetServer>();
asset_server.load(format!("embedded://{}", #asset_path::embedded_path!("src/", #s).display()))
handle
}
}
}
},
};

let fields = match &ast.data {
Expand Down
2 changes: 1 addition & 1 deletion src/collection/gradient.rs
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@ use bevy::{prelude::*, render::render_resource::ShaderType};
/// A simple gradient for creating a stylized environment.
#[derive(Atmospheric, ShaderType, Reflect, Debug, Clone)]
#[uniform(0, Gradient)]
#[internal("../shaders/gradient.wgsl")]
#[internal("shaders/gradient.wgsl")]
pub struct Gradient {
/// Sky Color (Default: `Color::rgb(0.29, 0.41, 0.50)`).
/// <div style="background-color:rgb(29%, 41%, 50%); width: 10px; padding: 10px; border: 1px solid;"></div>
Expand Down
2 changes: 1 addition & 1 deletion src/collection/nishita.rs
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@ use bevy::{prelude::*, render::render_resource::ShaderType};
/// An atmospheric model that uses Rayleigh and Mie scattering to simulate a realistic sky.
#[derive(Atmospheric, ShaderType, Reflect, Debug, Clone)]
#[uniform(0, Nishita)]
#[internal("../shaders/nishita.wgsl")]
#[internal("shaders/nishita.wgsl")]
pub struct Nishita {
/// Ray Origin (Default: `(0.0, 6372e3, 0.0)`).
///
Expand Down
11 changes: 8 additions & 3 deletions src/plugin.rs
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
//! Provides a `Plugin` for making skyboxes with procedural sky textures.
use bevy::{
asset::embedded_asset,
asset::load_internal_asset,
pbr::{NotShadowCaster, NotShadowReceiver},
prelude::*,
render::{
Expand All @@ -14,7 +14,7 @@ use bevy::{
use crate::{
model::AddAtmosphereModel,
pipeline::*,
skybox::{AtmosphereSkyBoxMaterial, SkyBoxMaterial},
skybox::{AtmosphereSkyBoxMaterial, SkyBoxMaterial, ATMOSPHERE_SKYBOX_SHADER_HANDLE},
};

/// A `Plugin` that adds the prerequisites for a procedural sky.
Expand All @@ -23,7 +23,12 @@ pub struct AtmospherePlugin;

impl Plugin for AtmospherePlugin {
fn build(&self, app: &mut App) {
embedded_asset!(app, "src/", "shaders/skybox.wgsl");
load_internal_asset!(
app,
ATMOSPHERE_SKYBOX_SHADER_HANDLE,
"shaders/skybox.wgsl",
Shader::from_wgsl
);

app.add_plugins(MaterialPlugin::<SkyBoxMaterial>::default());

Expand Down
7 changes: 5 additions & 2 deletions src/skybox.rs
Original file line number Diff line number Diff line change
@@ -1,7 +1,6 @@
//! Provides types and data needed for rendering a skybox.
use bevy::{
asset::AssetPath,
pbr::{MaterialPipeline, MaterialPipelineKey},
prelude::*,
reflect::{TypePath, TypeUuid},
Expand All @@ -15,6 +14,10 @@ use bevy::{
#[derive(Resource)]
pub struct AtmosphereSkyBoxMaterial(pub Handle<SkyBoxMaterial>);

/// The `Handle` for the shader for the [`SkyBoxMaterial`].
pub const ATMOSPHERE_SKYBOX_SHADER_HANDLE: Handle<Shader> =
Handle::weak_from_u128(4511926918914205353);

/// The `Material` that renders skyboxes.
#[derive(AsBindGroup, TypeUuid, TypePath, Debug, Clone, Asset)]
#[uuid = "b460ff90-0ee4-42df-875f-0a62ecd1301c"]
Expand All @@ -37,7 +40,7 @@ pub struct SkyBoxMaterialKey {

impl Material for SkyBoxMaterial {
fn fragment_shader() -> ShaderRef {
AssetPath::parse("embedded://bevy_atmosphere/shaders/skybox.wgsl").into()
ATMOSPHERE_SKYBOX_SHADER_HANDLE.into()
}

fn specialize(
Expand Down

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