- a player build ships beside the dev one — dev chords and probe surfaces go dark, and a gate enforces what a player can still reach, by medium not by module - the binary carries its own shaders and its shipped UI, finds the WoW folder by itself, and keeps its local state in one benilla-config folder - the glue screens get a capture shutter, and the engine stops depending on the protocol crate Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
65 lines
3.1 KiB
Rust
65 lines
3.1 KiB
Rust
//! **The game's WGSL, compiled into the binary** (decision 1175).
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//!
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//! The five shaders under `src/shaders/` draw the *game's* own surface — the UI quad lane, the
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//! glue screen's additive pass, and the three gamma passes. 1171 moved them out of the engine's
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//! asset root and into this crate; 1175 stops serving them from a directory at all.
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//!
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//! They used to reach the asset server through a `game://` source registered with
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//! `concat!(env!("CARGO_MANIFEST_DIR"), "/assets")` — the build machine's source tree, baked into
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//! the binary. `embedded_asset!` keeps 1171's line (it is per-crate by construction) and drops the
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//! path: the interface cannot go missing because there is nothing to miss.
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//!
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//! The registration lives here, at the root of `src/`, for the path-arithmetic reason spelled out
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//! in `benilla_world::shaders` — the macro does not normalize, so a call from a submodule would
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//! bake that submodule's directory into the served path.
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use bevy::prelude::*;
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/// Compile the game's five WGSL files in and register them under
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/// `embedded://benilla_app/shaders/…`. Runs before anything can ask for one — added with the
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/// client's other plugins, after `DefaultPlugins` has created the registry it fills.
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pub(crate) fn plugin(app: &mut App) {
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bevy::asset::embedded_asset!(app, "shaders/ui_quad.wgsl");
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bevy::asset::embedded_asset!(app, "shaders/ui_add.wgsl");
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bevy::asset::embedded_asset!(app, "shaders/ui_gamma.wgsl");
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bevy::asset::embedded_asset!(app, "shaders/ui_node_gamma.wgsl");
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bevy::asset::embedded_asset!(app, "shaders/ui_slice_gamma.wgsl");
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}
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#[cfg(test)]
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mod tests {
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use bevy::asset::io::AssetSourceId;
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use bevy::prelude::*;
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/// The game's twin of `benilla_world::shaders`' test — see it for why the path is read back
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/// rather than reasoned about, and why the loop is driven off the directory listing.
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#[test]
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fn every_game_shader_answers_at_its_embedded_path() {
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let mut app = App::new();
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app.add_plugins(bevy::asset::AssetPlugin::default());
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app.add_plugins(super::plugin);
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let server = app.world().resource::<AssetServer>();
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let source = server.get_source(AssetSourceId::from("embedded")).unwrap();
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let dir = concat!(env!("CARGO_MANIFEST_DIR"), "/src/shaders");
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let mut found = 0;
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for entry in std::fs::read_dir(dir).unwrap() {
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let name = entry.unwrap().file_name().to_string_lossy().into_owned();
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if !name.ends_with(".wgsl") {
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continue;
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}
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found += 1;
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let path = format!("benilla_app/shaders/{name}");
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let read = bevy::tasks::block_on(async {
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source.reader().read(std::path::Path::new(&path)).await
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});
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assert!(
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read.is_ok(),
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"embedded://{path} does not resolve — {name} is on disk but not registered in \
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`shaders::plugin`, or was registered from a file that is not directly under src/"
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);
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}
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assert_eq!(found, 5, "the game's shader set changed size");
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}
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}
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