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[Merged by Bors] - Internal Asset Hot Reloading #3966
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alice-i-cecile
added
A-Assets
Load files from disk to use for things like images, models, and sounds
C-Feature
A new feature, making something new possible
and removed
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Feb 17, 2022
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Just rebased on #3976 . Hot reloading "custom import paths" now works! |
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This enables shaders to (optionally) define their import path inside their source. This has a number of benefits: 1. enables users to define their own custom paths directly in their assets 2. moves the import path "close" to the asset instead of centralized in the plugin definition, which seems "better" to me. 3. makes "internal hot shader reloading" way more reasonable (see #3966) 4. logically opens the door to importing "parts" of a shader by defining "import_path blocks". ```rust #define_import_path bevy_pbr::mesh_struct struct Mesh { model: mat4x4<f32>; inverse_transpose_model: mat4x4<f32>; // 'flags' is a bit field indicating various options. u32 is 32 bits so we have up to 32 options. flags: u32; }; let MESH_FLAGS_SHADOW_RECEIVER_BIT: u32 = 1u; ```
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bors r+ |
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Adds "hot reloading" of internal assets, which is normally not possible because they are loaded using `include_str` / direct Asset collection access. This is accomplished via the following: * Add a new `debug_asset_server` feature flag * When that feature flag is enabled, create a second App with a second AssetServer that points to a configured location (by default the `crates` folder). Plugins that want to add hot reloading support for their assets can call the new `app.add_debug_asset::<T>()` and `app.init_debug_asset_loader::<T>()` functions. * Load "internal" assets using the new `load_internal_asset` macro. By default this is identical to the current "include_str + register in asset collection" approach. But if the `debug_asset_server` feature flag is enabled, it will also load the asset dynamically in the debug asset server using the file path. It will then set up a correlation between the "debug asset" and the "actual asset" by listening for asset change events. This is an alternative to #3673. The goal was to keep the boilerplate and features flags to a minimum for bevy plugin authors, and allow them to home their shaders near relevant code. This is a draft because I haven't done _any_ quality control on this yet. I'll probably rename things and remove a bunch of unwraps. I just got it working and wanted to use it to start a conversation. Fixes #3660
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Internal Asset Hot Reloading
[Merged by Bors] - Internal Asset Hot Reloading
Feb 18, 2022
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Feb 20, 2022
This enables shaders to (optionally) define their import path inside their source. This has a number of benefits: 1. enables users to define their own custom paths directly in their assets 2. moves the import path "close" to the asset instead of centralized in the plugin definition, which seems "better" to me. 3. makes "internal hot shader reloading" way more reasonable (see bevyengine#3966) 4. logically opens the door to importing "parts" of a shader by defining "import_path blocks". ```rust #define_import_path bevy_pbr::mesh_struct struct Mesh { model: mat4x4<f32>; inverse_transpose_model: mat4x4<f32>; // 'flags' is a bit field indicating various options. u32 is 32 bits so we have up to 32 options. flags: u32; }; let MESH_FLAGS_SHADOW_RECEIVER_BIT: u32 = 1u; ```
molikto
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Feb 20, 2022
Adds "hot reloading" of internal assets, which is normally not possible because they are loaded using `include_str` / direct Asset collection access. This is accomplished via the following: * Add a new `debug_asset_server` feature flag * When that feature flag is enabled, create a second App with a second AssetServer that points to a configured location (by default the `crates` folder). Plugins that want to add hot reloading support for their assets can call the new `app.add_debug_asset::<T>()` and `app.init_debug_asset_loader::<T>()` functions. * Load "internal" assets using the new `load_internal_asset` macro. By default this is identical to the current "include_str + register in asset collection" approach. But if the `debug_asset_server` feature flag is enabled, it will also load the asset dynamically in the debug asset server using the file path. It will then set up a correlation between the "debug asset" and the "actual asset" by listening for asset change events. This is an alternative to bevyengine#3673. The goal was to keep the boilerplate and features flags to a minimum for bevy plugin authors, and allow them to home their shaders near relevant code. This is a draft because I haven't done _any_ quality control on this yet. I'll probably rename things and remove a bunch of unwraps. I just got it working and wanted to use it to start a conversation. Fixes bevyengine#3660
kurtkuehnert
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Mar 6, 2022
This enables shaders to (optionally) define their import path inside their source. This has a number of benefits: 1. enables users to define their own custom paths directly in their assets 2. moves the import path "close" to the asset instead of centralized in the plugin definition, which seems "better" to me. 3. makes "internal hot shader reloading" way more reasonable (see bevyengine#3966) 4. logically opens the door to importing "parts" of a shader by defining "import_path blocks". ```rust #define_import_path bevy_pbr::mesh_struct struct Mesh { model: mat4x4<f32>; inverse_transpose_model: mat4x4<f32>; // 'flags' is a bit field indicating various options. u32 is 32 bits so we have up to 32 options. flags: u32; }; let MESH_FLAGS_SHADOW_RECEIVER_BIT: u32 = 1u; ```
kurtkuehnert
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Mar 6, 2022
Adds "hot reloading" of internal assets, which is normally not possible because they are loaded using `include_str` / direct Asset collection access. This is accomplished via the following: * Add a new `debug_asset_server` feature flag * When that feature flag is enabled, create a second App with a second AssetServer that points to a configured location (by default the `crates` folder). Plugins that want to add hot reloading support for their assets can call the new `app.add_debug_asset::<T>()` and `app.init_debug_asset_loader::<T>()` functions. * Load "internal" assets using the new `load_internal_asset` macro. By default this is identical to the current "include_str + register in asset collection" approach. But if the `debug_asset_server` feature flag is enabled, it will also load the asset dynamically in the debug asset server using the file path. It will then set up a correlation between the "debug asset" and the "actual asset" by listening for asset change events. This is an alternative to bevyengine#3673. The goal was to keep the boilerplate and features flags to a minimum for bevy plugin authors, and allow them to home their shaders near relevant code. This is a draft because I haven't done _any_ quality control on this yet. I'll probably rename things and remove a bunch of unwraps. I just got it working and wanted to use it to start a conversation. Fixes bevyengine#3660
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Adds "hot reloading" of internal assets, which is normally not possible because they are loaded using
include_str
/ direct Asset collection access.This is accomplished via the following:
debug_asset_server
feature flagcrates
folder). Plugins that want to add hot reloading support for their assets can call the newapp.add_debug_asset::<T>()
andapp.init_debug_asset_loader::<T>()
functions.load_internal_asset
macro. By default this is identical to the current "include_str + register in asset collection" approach. But if thedebug_asset_server
feature flag is enabled, it will also load the asset dynamically in the debug asset server using the file path. It will then set up a correlation between the "debug asset" and the "actual asset" by listening for asset change events.This is an alternative to #3673. The goal was to keep the boilerplate and features flags to a minimum for bevy plugin authors, and allow them to home their shaders near relevant code.
This is a draft because I haven't done any quality control on this yet. I'll probably rename things and remove a bunch of unwraps. I just got it working and wanted to use it to start a conversation.
Fixes #3660