bevy/crates/bevy_render/src/texture/mod.rs
Gino Valente 3827316100 bevy_reflect: Register missing reflected types for bevy_render (#6725)
# Objective 

Many types in `bevy_render` implemented `Reflect` but were not registered.

## Solution

Register all types in `bevy_render` that impl `Reflect`.

This also registers additional dependent types (i.e. field types).

> Note: Adding these dependent types would not be needed using something like #5781 😉 

---

## Changelog

- Register missing `bevy_render` types in the `TypeRegistry`:
  - `camera::RenderTarget`
  - `globals::GlobalsUniform`
  - `texture::Image`
  - `view::ComputedVisibility`
  - `view::Visibility`
  - `view::VisibleEntities`
- Register additional dependent types:
  - `view::ComputedVisibilityFlags`
  - `Vec<Entity>`
2022-11-23 00:41:21 +00:00

119 lines
3.2 KiB
Rust

#[cfg(feature = "basis-universal")]
mod basis;
#[cfg(feature = "dds")]
mod dds;
mod fallback_image;
#[cfg(feature = "hdr")]
mod hdr_texture_loader;
#[allow(clippy::module_inception)]
mod image;
mod image_texture_loader;
#[cfg(feature = "ktx2")]
mod ktx2;
mod texture_cache;
pub(crate) mod image_texture_conversion;
pub use self::image::*;
#[cfg(feature = "ktx2")]
pub use self::ktx2::*;
#[cfg(feature = "dds")]
pub use dds::*;
#[cfg(feature = "hdr")]
pub use hdr_texture_loader::*;
pub use fallback_image::*;
pub use image_texture_loader::*;
pub use texture_cache::*;
use crate::{
render_asset::{PrepareAssetLabel, RenderAssetPlugin},
renderer::RenderDevice,
RenderApp, RenderStage,
};
use bevy_app::{App, Plugin};
use bevy_asset::{AddAsset, Assets};
// TODO: replace Texture names with Image names?
/// Adds the [`Image`] as an asset and makes sure that they are extracted and prepared for the GPU.
pub struct ImagePlugin {
/// The default image sampler to use when [`ImageSampler`] is set to `Default`.
pub default_sampler: wgpu::SamplerDescriptor<'static>,
}
impl Default for ImagePlugin {
fn default() -> Self {
ImagePlugin::default_linear()
}
}
impl ImagePlugin {
/// Creates image settings with linear sampling by default.
pub fn default_linear() -> ImagePlugin {
ImagePlugin {
default_sampler: ImageSampler::linear_descriptor(),
}
}
/// Creates image settings with nearest sampling by default.
pub fn default_nearest() -> ImagePlugin {
ImagePlugin {
default_sampler: ImageSampler::nearest_descriptor(),
}
}
}
impl Plugin for ImagePlugin {
fn build(&self, app: &mut App) {
#[cfg(any(
feature = "png",
feature = "dds",
feature = "tga",
feature = "jpeg",
feature = "bmp",
feature = "basis-universal",
feature = "ktx2",
))]
{
app.init_asset_loader::<ImageTextureLoader>();
}
#[cfg(feature = "hdr")]
{
app.init_asset_loader::<HdrTextureLoader>();
}
app.add_plugin(RenderAssetPlugin::<Image>::with_prepare_asset_label(
PrepareAssetLabel::PreAssetPrepare,
))
.register_type::<Image>()
.add_asset::<Image>()
.register_asset_reflect::<Image>();
app.world
.resource_mut::<Assets<Image>>()
.set_untracked(DEFAULT_IMAGE_HANDLE, Image::default());
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
let default_sampler = {
let device = render_app.world.resource::<RenderDevice>();
device.create_sampler(&self.default_sampler.clone())
};
render_app
.insert_resource(DefaultImageSampler(default_sampler))
.init_resource::<TextureCache>()
.init_resource::<FallbackImage>()
.add_system_to_stage(RenderStage::Cleanup, update_texture_cache_system);
}
}
}
pub trait BevyDefault {
fn bevy_default() -> Self;
}
impl BevyDefault for wgpu::TextureFormat {
fn bevy_default() -> Self {
wgpu::TextureFormat::Rgba8UnormSrgb
}
}