bevy_render 0.12.0

Provides rendering functionality for Bevy Engine
Documentation
#[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_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_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::*;

// 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::<Image>::default())
            .register_type::<Image>()
            .init_asset::<Image>()
            .register_asset_reflect::<Image>();
        app.world
            .resource_mut::<Assets<Image>>()
            .insert(Handle::default(), Image::default());
        #[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 Ok(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",
        ))]
        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",
        ))]
        {
            app.init_asset_loader::<ImageLoader>();
        }

        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.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
    }
}