 11b41206eb
			
		
	
	
		11b41206eb
		
	
	
	
	
		
			
			This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals: 1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main` 2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. I split this up into 3 commits: 1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`). 2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1). 3. **support manual archetype updates in QueryState**: same situation as (2).
		
			
				
	
	
		
			69 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			69 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
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|     asset::{AssetLoader, AssetServerSettings, LoadContext, LoadedAsset},
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|     prelude::*,
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|     reflect::TypeUuid,
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|     utils::BoxedFuture,
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| };
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| 
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| fn main() {
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|     App::new()
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|         .insert_resource(AssetServerSettings {
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|             asset_folder: "/".to_string(),
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|         })
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|         .add_plugins(DefaultPlugins)
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|         .add_asset::<RustSourceCode>()
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|         .init_asset_loader::<RustSourceCodeLoader>()
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|         .add_startup_system(load_asset)
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|         .add_system(print_asset)
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|         .run();
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| }
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| 
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| struct State {
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|     handle: Handle<RustSourceCode>,
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|     printed: bool,
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| }
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| 
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| fn load_asset(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands.insert_resource(State {
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|         handle: asset_server.load("assets_wasm.rs"),
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|         printed: false,
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|     });
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| }
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| 
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| fn print_asset(mut state: ResMut<State>, rust_sources: Res<Assets<RustSourceCode>>) {
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|     if state.printed {
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|         return;
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|     }
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| 
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|     if let Some(code) = rust_sources.get(&state.handle) {
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|         info!("code: {}", code.0);
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|         state.printed = true;
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|     }
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| }
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| 
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| #[derive(Debug, TypeUuid)]
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| #[uuid = "1c3445ab-97d3-449c-ab35-16ba30e4c29d"]
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| pub struct RustSourceCode(pub String);
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| 
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| #[derive(Default)]
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| pub struct RustSourceCodeLoader;
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| 
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| impl AssetLoader for RustSourceCodeLoader {
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|     fn load<'a>(
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|         &'a self,
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|         bytes: &'a [u8],
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|         load_context: &'a mut LoadContext,
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|     ) -> BoxedFuture<'a, Result<(), anyhow::Error>> {
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|         Box::pin(async move {
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|             load_context.set_default_asset(LoadedAsset::new(RustSourceCode(String::from_utf8(
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|                 bytes.into(),
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|             )?)));
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|             Ok(())
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|         })
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|     }
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| 
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|     fn extensions(&self) -> &[&str] {
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|         &["rs"]
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|     }
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| }
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