
# Objective - Allow compressed image formats to be used with `ImagePlugin` and `GltfPlugin` in cases where there is no `RenderDevice` resource. (For example, when using a custom render backend) ## Solution - Define a `CompressedImageFormatSupport` component that allows the user to explicitly determine which formats are supported. ~~Not sure if this is the best solution. Alternatively, I considered initializing CompressedImageFormatSupport from render device features separately, it would need to run after the render device is initialized but before `ImagePlugin` and `GltfPlugin` finish. Not sure where the best place for that to happen would be.~~ Update: decided on going with @greeble-dev solution: defining the `CompressedImageFormatSupport` resource in `bevy_image`, but letting `bevy_render` register the resource value.
228 lines
7.8 KiB
Rust
228 lines
7.8 KiB
Rust
#![cfg_attr(docsrs, feature(doc_auto_cfg))]
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#![forbid(unsafe_code)]
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#![doc(
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html_logo_url = "https://bevyengine.org/assets/icon.png",
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html_favicon_url = "https://bevyengine.org/assets/icon.png"
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)]
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//! Plugin providing an [`AssetLoader`](bevy_asset::AssetLoader) and type definitions
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//! for loading glTF 2.0 (a standard 3D scene definition format) files in Bevy.
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//!
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//! The [glTF 2.0 specification](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html) defines the format of the glTF files.
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//!
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//! # Quick Start
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//!
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//! Here's how to spawn a simple glTF scene
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//!
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//! ```
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//! # use bevy_ecs::prelude::*;
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//! # use bevy_asset::prelude::*;
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//! # use bevy_scene::prelude::*;
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//! # use bevy_transform::prelude::*;
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//! # use bevy_gltf::prelude::*;
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//!
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//! fn spawn_gltf(mut commands: Commands, asset_server: Res<AssetServer>) {
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//! commands.spawn((
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//! // This is equivalent to "models/FlightHelmet/FlightHelmet.gltf#Scene0"
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//! // The `#Scene0` label here is very important because it tells bevy to load the first scene in the glTF file.
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//! // If this isn't specified bevy doesn't know which part of the glTF file to load.
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//! SceneRoot(asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"))),
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//! // You can use the transform to give it a position
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//! Transform::from_xyz(2.0, 0.0, -5.0),
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//! ));
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//! }
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//! ```
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//! # Loading parts of a glTF asset
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//!
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//! ## Using `Gltf`
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//!
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//! If you want to access part of the asset, you can load the entire `Gltf` using the `AssetServer`.
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//! Once the `Handle<Gltf>` is loaded you can then use it to access named parts of it.
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//!
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//! ```
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//! # use bevy_ecs::prelude::*;
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//! # use bevy_asset::prelude::*;
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//! # use bevy_scene::prelude::*;
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//! # use bevy_transform::prelude::*;
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//! # use bevy_gltf::Gltf;
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//!
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//! // Holds the scene handle
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//! #[derive(Resource)]
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//! struct HelmetScene(Handle<Gltf>);
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//!
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//! fn load_gltf(mut commands: Commands, asset_server: Res<AssetServer>) {
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//! let gltf = asset_server.load("models/FlightHelmet/FlightHelmet.gltf");
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//! commands.insert_resource(HelmetScene(gltf));
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//! }
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//!
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//! fn spawn_gltf_objects(
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//! mut commands: Commands,
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//! helmet_scene: Res<HelmetScene>,
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//! gltf_assets: Res<Assets<Gltf>>,
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//! mut loaded: Local<bool>,
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//! ) {
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//! // Only do this once
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//! if *loaded {
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//! return;
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//! }
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//! // Wait until the scene is loaded
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//! let Some(gltf) = gltf_assets.get(&helmet_scene.0) else {
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//! return;
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//! };
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//! *loaded = true;
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//!
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//! // Spawns the first scene in the file
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//! commands.spawn(SceneRoot(gltf.scenes[0].clone()));
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//!
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//! // Spawns the scene named "Lenses_low"
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//! commands.spawn((
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//! SceneRoot(gltf.named_scenes["Lenses_low"].clone()),
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//! Transform::from_xyz(1.0, 2.0, 3.0),
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//! ));
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//! }
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//! ```
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//!
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//! ## Asset Labels
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//!
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//! The glTF loader let's you specify labels that let you target specific parts of the glTF.
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//!
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//! Be careful when using this feature, if you misspell a label it will simply ignore it without warning.
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//!
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//! You can use [`GltfAssetLabel`] to ensure you are using the correct label.
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mod assets;
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mod label;
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mod loader;
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mod vertex_attributes;
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extern crate alloc;
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use alloc::sync::Arc;
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use std::sync::Mutex;
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use tracing::warn;
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use bevy_platform::collections::HashMap;
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use bevy_app::prelude::*;
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use bevy_asset::AssetApp;
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use bevy_ecs::prelude::Resource;
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use bevy_image::{CompressedImageFormatSupport, CompressedImageFormats, ImageSamplerDescriptor};
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use bevy_mesh::MeshVertexAttribute;
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/// The glTF prelude.
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///
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/// This includes the most common types in this crate, re-exported for your convenience.
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{assets::Gltf, assets::GltfExtras, label::GltfAssetLabel};
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}
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pub use {assets::*, label::GltfAssetLabel, loader::*};
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// Has to store an Arc<Mutex<...>> as there is no other way to mutate fields of asset loaders.
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/// Stores default [`ImageSamplerDescriptor`] in main world.
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#[derive(Resource)]
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pub struct DefaultGltfImageSampler(Arc<Mutex<ImageSamplerDescriptor>>);
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impl DefaultGltfImageSampler {
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/// Creates a new [`DefaultGltfImageSampler`].
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pub fn new(descriptor: &ImageSamplerDescriptor) -> Self {
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Self(Arc::new(Mutex::new(descriptor.clone())))
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}
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/// Returns the current default [`ImageSamplerDescriptor`].
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pub fn get(&self) -> ImageSamplerDescriptor {
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self.0.lock().unwrap().clone()
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}
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/// Makes a clone of internal [`Arc`] pointer.
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///
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/// Intended only to be used by code with no access to ECS.
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pub fn get_internal(&self) -> Arc<Mutex<ImageSamplerDescriptor>> {
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self.0.clone()
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}
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/// Replaces default [`ImageSamplerDescriptor`].
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///
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/// Doesn't apply to samplers already built on top of it, i.e. `GltfLoader`'s output.
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/// Assets need to manually be reloaded.
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pub fn set(&self, descriptor: &ImageSamplerDescriptor) {
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*self.0.lock().unwrap() = descriptor.clone();
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}
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}
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/// Adds support for glTF file loading to the app.
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pub struct GltfPlugin {
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/// The default image sampler to lay glTF sampler data on top of.
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///
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/// Can be modified with [`DefaultGltfImageSampler`] resource.
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pub default_sampler: ImageSamplerDescriptor,
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/// Registry for custom vertex attributes.
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///
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/// To specify, use [`GltfPlugin::add_custom_vertex_attribute`].
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pub custom_vertex_attributes: HashMap<Box<str>, MeshVertexAttribute>,
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}
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impl Default for GltfPlugin {
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fn default() -> Self {
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GltfPlugin {
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default_sampler: ImageSamplerDescriptor::linear(),
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custom_vertex_attributes: HashMap::default(),
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}
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}
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}
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impl GltfPlugin {
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/// Register a custom vertex attribute so that it is recognized when loading a glTF file with the [`GltfLoader`].
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///
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/// `name` must be the attribute name as found in the glTF data, which must start with an underscore.
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/// See [this section of the glTF specification](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#meshes-overview)
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/// for additional details on custom attributes.
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pub fn add_custom_vertex_attribute(
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mut self,
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name: &str,
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attribute: MeshVertexAttribute,
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) -> Self {
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self.custom_vertex_attributes.insert(name.into(), attribute);
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self
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}
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}
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impl Plugin for GltfPlugin {
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fn build(&self, app: &mut App) {
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app.register_type::<GltfExtras>()
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.register_type::<GltfSceneExtras>()
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.register_type::<GltfMeshExtras>()
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.register_type::<GltfMeshName>()
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.register_type::<GltfMaterialExtras>()
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.register_type::<GltfMaterialName>()
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.init_asset::<Gltf>()
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.init_asset::<GltfNode>()
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.init_asset::<GltfPrimitive>()
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.init_asset::<GltfMesh>()
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.init_asset::<GltfSkin>()
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.preregister_asset_loader::<GltfLoader>(&["gltf", "glb"]);
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}
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fn finish(&self, app: &mut App) {
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let supported_compressed_formats = if let Some(resource) =
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app.world().get_resource::<CompressedImageFormatSupport>()
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{
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resource.0
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} else {
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warn!("CompressedImageFormatSupport resource not found. It should either be initialized in finish() of \
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RenderPlugin, or manually if not using the RenderPlugin or the WGPU backend.");
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CompressedImageFormats::NONE
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};
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let default_sampler_resource = DefaultGltfImageSampler::new(&self.default_sampler);
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let default_sampler = default_sampler_resource.get_internal();
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app.insert_resource(default_sampler_resource);
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app.register_asset_loader(GltfLoader {
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supported_compressed_formats,
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custom_vertex_attributes: self.custom_vertex_attributes.clone(),
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default_sampler,
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});
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}
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}
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