bevy_render/texture/
mod.rs

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
#[cfg(feature = "basis-universal")]
mod basis;
#[cfg(feature = "basis-universal")]
mod compressed_image_saver;
#[cfg(feature = "dds")]
mod dds;
#[cfg(feature = "exr")]
mod exr_texture_loader;
mod fallback_image;
#[cfg(feature = "hdr")]
mod hdr_texture_loader;
#[allow(clippy::module_inception)]
mod image;
mod image_loader;
#[cfg(feature = "ktx2")]
mod ktx2;
mod texture_attachment;
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 = "exr")]
pub use exr_texture_loader::*;
#[cfg(feature = "hdr")]
pub use hdr_texture_loader::*;

#[cfg(feature = "basis-universal")]
pub use compressed_image_saver::*;
pub use fallback_image::*;
pub use image_loader::*;
pub use texture_attachment::*;
pub use texture_cache::*;

use crate::{
    render_asset::RenderAssetPlugin, renderer::RenderDevice, Render, RenderApp, RenderSet,
};
use bevy_app::{App, Plugin};
use bevy_asset::{AssetApp, Assets, Handle};
use bevy_ecs::prelude::*;

/// A handle to a 1 x 1 transparent white image.
///
/// Like [`Handle<Image>::default`], this is a handle to a fallback image asset.
/// While that handle points to an opaque white 1 x 1 image, this handle points to a transparent 1 x 1 white image.
// Number randomly selected by fair WolframAlpha query. Totally arbitrary.
pub const TRANSPARENT_IMAGE_HANDLE: Handle<Image> =
    Handle::weak_from_u128(154728948001857810431816125397303024160);

// 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: ImageSamplerDescriptor,
}

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: ImageSamplerDescriptor::linear(),
        }
    }

    /// Creates image settings with nearest sampling by default.
    pub fn default_nearest() -> ImagePlugin {
        ImagePlugin {
            default_sampler: ImageSamplerDescriptor::nearest(),
        }
    }
}

impl Plugin for ImagePlugin {
    fn build(&self, app: &mut App) {
        #[cfg(feature = "exr")]
        {
            app.init_asset_loader::<ExrTextureLoader>();
        }

        #[cfg(feature = "hdr")]
        {
            app.init_asset_loader::<HdrTextureLoader>();
        }

        app.add_plugins(RenderAssetPlugin::<GpuImage>::default())
            .register_type::<Image>()
            .init_asset::<Image>()
            .register_asset_reflect::<Image>();

        let mut image_assets = app.world_mut().resource_mut::<Assets<Image>>();

        image_assets.insert(&Handle::default(), Image::default());
        image_assets.insert(&TRANSPARENT_IMAGE_HANDLE, Image::transparent());

        #[cfg(feature = "basis-universal")]
        if let Some(processor) = app
            .world()
            .get_resource::<bevy_asset::processor::AssetProcessor>()
        {
            processor.register_processor::<bevy_asset::processor::LoadAndSave<ImageLoader, CompressedImageSaver>>(
                CompressedImageSaver.into(),
            );
            processor
                .set_default_processor::<bevy_asset::processor::LoadAndSave<ImageLoader, CompressedImageSaver>>("png");
        }

        if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
            render_app.init_resource::<TextureCache>().add_systems(
                Render,
                update_texture_cache_system.in_set(RenderSet::Cleanup),
            );
        }

        #[cfg(any(
            feature = "png",
            feature = "dds",
            feature = "tga",
            feature = "jpeg",
            feature = "bmp",
            feature = "basis-universal",
            feature = "ktx2",
            feature = "webp",
            feature = "pnm"
        ))]
        app.preregister_asset_loader::<ImageLoader>(IMG_FILE_EXTENSIONS);
    }

    fn finish(&self, app: &mut App) {
        #[cfg(any(
            feature = "png",
            feature = "dds",
            feature = "tga",
            feature = "jpeg",
            feature = "bmp",
            feature = "basis-universal",
            feature = "ktx2",
            feature = "webp",
            feature = "pnm"
        ))]
        {
            app.init_asset_loader::<ImageLoader>();
        }

        if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
            let default_sampler = {
                let device = render_app.world().resource::<RenderDevice>();
                device.create_sampler(&self.default_sampler.as_wgpu())
            };
            render_app
                .insert_resource(DefaultImageSampler(default_sampler))
                .init_resource::<FallbackImage>()
                .init_resource::<FallbackImageZero>()
                .init_resource::<FallbackImageCubemap>()
                .init_resource::<FallbackImageFormatMsaaCache>();
        }
    }
}

pub trait BevyDefault {
    fn bevy_default() -> Self;
}

impl BevyDefault for wgpu::TextureFormat {
    fn bevy_default() -> Self {
        wgpu::TextureFormat::Rgba8UnormSrgb
    }
}