forked from bevyengine/bevy
-
Notifications
You must be signed in to change notification settings - Fork 1
/
loading_screen.rs
314 lines (282 loc) · 9.93 KB
/
loading_screen.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
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
//! Shows how to create a loading screen that waits for assets to load and render.
use bevy::{ecs::system::SystemId, prelude::*};
use pipelines_ready::*;
// The way we'll go about doing this in this example is to
// keep track of all assets that we want to have loaded before
// we transition to the desired scene.
//
// In order to ensure that visual assets are fully rendered
// before transitioning to the scene, we need to get the
// current status of cached pipelines.
//
// While loading and pipelines compilation is happening, we
// will show a loading screen. Once loading is complete, we
// will transition to the scene we just loaded.
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// `PipelinesReadyPlugin` is declared in the `pipelines_ready` module below.
.add_plugins(PipelinesReadyPlugin)
.insert_resource(LoadingState::default())
.insert_resource(LoadingData::new(5))
.add_systems(Startup, (setup, load_loading_screen))
.add_systems(
Update,
(update_loading_data, level_selection, display_loading_screen),
)
.run();
}
// A `Resource` that holds the current loading state.
#[derive(Resource, Default)]
enum LoadingState {
#[default]
LevelReady,
LevelLoading,
}
// A resource that holds the current loading data.
#[derive(Resource, Debug, Default)]
struct LoadingData {
// This will hold the currently unloaded/loading assets.
loading_assets: Vec<UntypedHandle>,
// Number of frames that everything needs to be ready for.
// This is to prevent going into the fully loaded state in instances
// where there might be a some frames between certain loading/pipelines action.
confirmation_frames_target: usize,
// Current number of confirmation frames.
confirmation_frames_count: usize,
}
impl LoadingData {
fn new(confirmation_frames_target: usize) -> Self {
Self {
loading_assets: Vec::new(),
confirmation_frames_target,
confirmation_frames_count: 0,
}
}
}
// This resource will hold the level related systems ID for later use.
#[derive(Resource)]
struct LevelData {
unload_level_id: SystemId,
level_1_id: SystemId,
level_2_id: SystemId,
}
fn setup(mut commands: Commands) {
let level_data = LevelData {
unload_level_id: commands.register_system(unload_current_level),
level_1_id: commands.register_system(load_level_1),
level_2_id: commands.register_system(load_level_2),
};
commands.insert_resource(level_data);
// Spawns the UI that will show the user prompts.
let text_style = TextFont {
font_size: 42.0,
..default()
};
commands
.spawn((
Node {
justify_self: JustifySelf::Center,
align_self: AlignSelf::FlexEnd,
..default()
},
BackgroundColor(Color::NONE),
))
.with_child((Text::new("Press 1 or 2 to load a new scene."), text_style));
}
// Selects the level you want to load.
fn level_selection(
mut commands: Commands,
keyboard: Res<ButtonInput<KeyCode>>,
level_data: Res<LevelData>,
loading_state: Res<LoadingState>,
) {
// Only trigger a load if the current level is fully loaded.
if let LoadingState::LevelReady = loading_state.as_ref() {
if keyboard.just_pressed(KeyCode::Digit1) {
commands.run_system(level_data.unload_level_id);
commands.run_system(level_data.level_1_id);
} else if keyboard.just_pressed(KeyCode::Digit2) {
commands.run_system(level_data.unload_level_id);
commands.run_system(level_data.level_2_id);
}
}
}
// Marker component for easier deletion of entities.
#[derive(Component)]
struct LevelComponents;
// Removes all currently loaded level assets from the game World.
fn unload_current_level(
mut commands: Commands,
mut loading_state: ResMut<LoadingState>,
entities: Query<Entity, With<LevelComponents>>,
) {
*loading_state = LoadingState::LevelLoading;
for entity in entities.iter() {
commands.entity(entity).despawn_recursive();
}
}
fn load_level_1(
mut commands: Commands,
mut loading_data: ResMut<LoadingData>,
asset_server: Res<AssetServer>,
) {
// Spawn the camera.
commands.spawn((
Camera3d::default(),
Transform::from_xyz(155.0, 155.0, 155.0).looking_at(Vec3::new(0.0, 40.0, 0.0), Vec3::Y),
LevelComponents,
));
// Save the asset into the `loading_assets` vector.
let fox = asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb"));
loading_data.loading_assets.push(fox.clone().into());
// Spawn the fox.
commands.spawn((
SceneRoot(fox.clone()),
Transform::from_xyz(0.0, 0.0, 0.0),
LevelComponents,
));
// Spawn the light.
commands.spawn((
DirectionalLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(3.0, 3.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
LevelComponents,
));
}
fn load_level_2(
mut commands: Commands,
mut loading_data: ResMut<LoadingData>,
asset_server: Res<AssetServer>,
) {
// Spawn the camera.
commands.spawn((
Camera3d::default(),
Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::new(0.0, 0.2, 0.0), Vec3::Y),
LevelComponents,
));
// Spawn the helmet.
let helmet_scene = asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"));
loading_data
.loading_assets
.push(helmet_scene.clone().into());
commands.spawn((SceneRoot(helmet_scene.clone()), LevelComponents));
// Spawn the light.
commands.spawn((
DirectionalLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(3.0, 3.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
LevelComponents,
));
}
// Monitors current loading status of assets.
fn update_loading_data(
mut loading_data: ResMut<LoadingData>,
mut loading_state: ResMut<LoadingState>,
asset_server: Res<AssetServer>,
pipelines_ready: Res<PipelinesReady>,
) {
if !loading_data.loading_assets.is_empty() || !pipelines_ready.0 {
// If we are still loading assets / pipelines are not fully compiled,
// we reset the confirmation frame count.
loading_data.confirmation_frames_count = 0;
// Go through each asset and verify their load states.
// Any assets that are loaded are then added to the pop list for later removal.
let mut pop_list: Vec<usize> = Vec::new();
for (index, asset) in loading_data.loading_assets.iter().enumerate() {
if let Some(state) = asset_server.get_load_states(asset) {
if state.2.is_loaded() {
pop_list.push(index);
}
}
}
// Remove all loaded assets from the loading_assets list.
for i in pop_list.iter() {
loading_data.loading_assets.remove(*i);
}
// If there are no more assets being monitored, and pipelines
// are compiled, then start counting confirmation frames.
// Once enough confirmations have passed, everything will be
// considered to be fully loaded.
} else {
loading_data.confirmation_frames_count += 1;
if loading_data.confirmation_frames_count == loading_data.confirmation_frames_target {
*loading_state = LoadingState::LevelReady;
}
}
}
// Marker tag for loading screen components.
#[derive(Component)]
struct LoadingScreen;
// Spawns the necessary components for the loading screen.
fn load_loading_screen(mut commands: Commands) {
let text_style = TextFont {
font_size: 67.0,
..default()
};
// Spawn the UI and Loading screen camera.
commands.spawn((
Camera2d,
Camera {
order: 1,
..default()
},
LoadingScreen,
));
// Spawn the UI that will make up the loading screen.
commands
.spawn((
Node {
height: Val::Percent(100.0),
width: Val::Percent(100.0),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
BackgroundColor(Color::BLACK),
LoadingScreen,
))
.with_child((Text::new("Loading..."), text_style.clone()));
}
// Determines when to show the loading screen
fn display_loading_screen(
mut loading_screen: Single<&mut Visibility, (With<LoadingScreen>, With<Node>)>,
loading_state: Res<LoadingState>,
) {
let visibility = match loading_state.as_ref() {
LoadingState::LevelLoading => Visibility::Visible,
LoadingState::LevelReady => Visibility::Hidden,
};
**loading_screen = visibility;
}
mod pipelines_ready {
use bevy::{
prelude::*,
render::{render_resource::*, *},
};
pub struct PipelinesReadyPlugin;
impl Plugin for PipelinesReadyPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(PipelinesReady::default());
// In order to gain access to the pipelines status, we have to
// go into the `RenderApp`, grab the resource from the main App
// and then update the pipelines status from there.
// Writing between these Apps can only be done through the
// `ExtractSchedule`.
app.sub_app_mut(RenderApp)
.add_systems(ExtractSchedule, update_pipelines_ready);
}
}
#[derive(Resource, Debug, Default)]
pub struct PipelinesReady(pub bool);
fn update_pipelines_ready(mut main_world: ResMut<MainWorld>, pipelines: Res<PipelineCache>) {
if let Some(mut pipelines_ready) = main_world.get_resource_mut::<PipelinesReady>() {
pipelines_ready.0 = pipelines.waiting_pipelines().count() == 0;
}
}
}