sprite: dynamically resize atlas during build
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2705e5cbb4
commit
6164ea6ecc
@ -12,20 +12,39 @@ use std::collections::HashSet;
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pub const TEXTURE_ASSET_INDEX: usize = 0;
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pub const SAMPLER_ASSET_INDEX: usize = 1;
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#[derive(Default)]
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pub struct Texture {
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pub data: Vec<u8>,
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pub size: Vec2,
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}
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const FORMAT_SIZE: usize = 4; // TODO: get this from an actual format type
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impl Texture {
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pub fn new(data: Vec<u8>, size: Vec2) -> Self {
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Self { data, size }
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}
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pub fn new_fill(size: Vec2, pixel: &[u8]) -> Self {
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let mut value = Self::default();
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value.resize(size);
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for current_pixel in value.data.chunks_exact_mut(pixel.len()) {
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current_pixel.copy_from_slice(&pixel);
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}
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value
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}
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pub fn aspect(&self) -> f32 {
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self.size.y() / self.size.x()
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}
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pub fn resize(&mut self, size: Vec2) {
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self.size = size;
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let width = size.x() as usize;
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let height = size.y() as usize;
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self.data.resize(width * height * FORMAT_SIZE, 0);
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}
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pub fn texture_resource_system(
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mut state: ResMut<TextureResourceSystemState>,
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render_resources: Res<RenderResources>,
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@ -1,42 +1,89 @@
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use crate::{TextureAtlas, Rect};
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use crate::{Rect, TextureAtlas};
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use bevy_asset::{Assets, Handle};
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use bevy_render::texture::Texture;
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use glam::Vec2;
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use guillotiere::{size2, Allocation, AtlasAllocator};
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use guillotiere::{size2, AllocId, Allocation, AtlasAllocator};
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use std::collections::HashMap;
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pub struct TextureAtlasBuilder {
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pub texture_allocations: Vec<(Handle<Texture>, Allocation)>,
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pub texture_allocations: HashMap<Handle<Texture>, Allocation>,
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pub allocation_textures: HashMap<AllocId, Handle<Texture>>,
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pub atlas_allocator: AtlasAllocator,
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pub texture: Texture,
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pub atlas_texture: Texture,
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pub max_size: Vec2,
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}
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impl Default for TextureAtlasBuilder {
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fn default() -> Self {
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Self::new(Vec2::new(256., 256.))
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Self::new(Vec2::new(256., 256.), Vec2::new(2048., 2048.))
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}
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}
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const FORMAT_SIZE: usize = 4; // TODO: get this from an actual format type
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impl TextureAtlasBuilder {
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pub fn new(initial_size: Vec2) -> Self {
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let width = initial_size.x() as usize;
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let height = initial_size.y() as usize;
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pub fn new(initial_size: Vec2, max_size: Vec2) -> Self {
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Self {
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texture_allocations: Default::default(),
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atlas_allocator: AtlasAllocator::new(size2(width as i32, height as i32)),
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texture: Texture::new(vec![0; width * height * FORMAT_SIZE], initial_size),
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allocation_textures: Default::default(),
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atlas_allocator: AtlasAllocator::new(to_size2(initial_size)),
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atlas_texture: Texture::new_fill(initial_size, &[0,0,0,0]),
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max_size,
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}
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}
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pub fn add_texture(&mut self, texture_handle: Handle<Texture>, texture: &Texture) {
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// TODO: resize if allocation fails
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let allocation = self
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.atlas_allocator
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.allocate(size2(texture.size.x() as i32, texture.size.y() as i32))
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.unwrap();
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pub fn add_texture(&mut self, texture_handle: Handle<Texture>, textures: &Assets<Texture>) {
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let texture = textures.get(&texture_handle).unwrap();
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let mut queued_textures= vec![texture_handle];
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loop {
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let mut failed_textures = Vec::new();
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while let Some(texture_handle) = queued_textures.pop() {
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let allocation = self
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.atlas_allocator
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.allocate(size2(texture.size.x() as i32, texture.size.y() as i32));
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if let Some(allocation) = allocation {
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self.place_texture(allocation, texture_handle, texture);
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} else {
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failed_textures.push(texture_handle);
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}
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}
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if failed_textures.len() == 0 {
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break;
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}
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queued_textures = failed_textures;
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// if allocation failed, resize the atlas
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let new_size = self.atlas_texture.size * 2.0;
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if new_size > self.max_size {
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panic!(
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"Ran out of space in Atlas. This atlas cannot be larger than: {:?}",
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self.max_size
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);
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}
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let new_size2 = to_size2(new_size);
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self.atlas_texture = Texture::new_fill(new_size, &[0,0,0,0]);
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let change_list = self.atlas_allocator.resize_and_rearrange(new_size2);
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for change in change_list.changes {
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if let Some(changed_texture_handle) = self.allocation_textures.remove(&change.old.id) {
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self.texture_allocations.remove(&changed_texture_handle);
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let changed_texture = textures.get(&changed_texture_handle).unwrap();
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self.place_texture(change.new, changed_texture_handle, changed_texture);
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}
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}
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for failure in change_list.failures {
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let failed_texture = self.allocation_textures.remove(&failure.id).unwrap();
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queued_textures.push(failed_texture);
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}
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}
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}
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fn place_texture(&mut self, allocation: Allocation, texture_handle: Handle<Texture>, texture: &Texture) {
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let rect = allocation.rectangle;
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let atlas_width = self.texture.size.x() as usize;
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let atlas_width = self.atlas_texture.size.x() as usize;
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let rect_width = rect.width() as usize;
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for (texture_y, bound_y) in (rect.min.y..rect.max.y).map(|i| i as usize).enumerate() {
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@ -44,15 +91,17 @@ impl TextureAtlasBuilder {
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let end = begin + rect_width * FORMAT_SIZE;
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let texture_begin = texture_y * rect_width * FORMAT_SIZE;
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let texture_end = texture_begin + rect_width * FORMAT_SIZE;
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self.texture.data[begin..end]
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self.atlas_texture.data[begin..end]
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.copy_from_slice(&texture.data[texture_begin..texture_end]);
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}
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self.texture_allocations.push((texture_handle, allocation));
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self.allocation_textures.insert(allocation.id, texture_handle);
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self.texture_allocations.insert(texture_handle, allocation);
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}
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pub fn remove_texture(&mut self, texture_handle: Handle<Texture>) {
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if let Some(position) = self.texture_allocations.iter().position(|(handle, _)| *handle == texture_handle) {
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let (_, allocation) = self.texture_allocations.remove(position);
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if let Some(allocation) = self.texture_allocations.remove(&texture_handle) {
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self.allocation_textures.remove(&allocation.id);
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self.atlas_allocator.deallocate(allocation.id);
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}
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}
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@ -66,7 +115,7 @@ impl TextureAtlasBuilder {
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}
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TextureAtlas {
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dimensions: to_vec2(self.atlas_allocator.size()),
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texture: textures.add(self.texture),
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texture: textures.add(self.atlas_texture),
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textures: texture_rects,
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texture_handles: Some(texture_handles),
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}
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@ -85,4 +134,7 @@ impl From<guillotiere::Rectangle> for Rect {
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fn to_vec2(size: guillotiere::Size) -> Vec2 {
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Vec2::new(size.width as f32, size.height as f32)
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}
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fn to_size2(vec2: Vec2) -> guillotiere::Size {
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guillotiere::Size::new(vec2.x() as i32, vec2.y() as i32)
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}
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@ -42,37 +42,52 @@ fn load_atlas(
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asset_server: Res<AssetServer>,
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mut texture_atlases: ResMut<Assets<TextureAtlas>>,
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mut textures: ResMut<Assets<Texture>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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if state.atlas_loaded {
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return;
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}
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let mut texture_atlas_builder = TextureAtlasBuilder::new(Vec2::new(600., 600.));
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let mut texture_atlas_builder = TextureAtlasBuilder::default();
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if let Some(LoadState::Loaded(_)) =
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asset_server.get_group_load_state(&rpg_sprite_handles.handles)
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{
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// TODO: sort by size (within atlas builder)
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for texture_id in rpg_sprite_handles.handles.iter() {
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let handle = Handle::from_id(*texture_id);
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let texture = textures.get(&handle).unwrap();
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texture_atlas_builder.add_texture(handle, texture);
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texture_atlas_builder.add_texture(handle, &textures);
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}
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let texture_atlas = texture_atlas_builder.finish(&mut textures);
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let texture_atlas_texture= texture_atlas.texture;
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let vendor_handle = asset_server
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.get_handle("assets/textures/rpg/chars/vendor/generic-rpg-vendor.png")
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.unwrap();
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let vendor_index = texture_atlas.get_texture_index(vendor_handle).unwrap();
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let atlas_handle = texture_atlases.add(texture_atlas);
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command_buffer.build().add_entity(SpriteSheetEntity {
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sprite: TextureAtlasSprite {
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index: vendor_index as u32,
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scale: 4.0,
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command_buffer
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.build()
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// draw a sprite from the atlas
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.add_entity(SpriteSheetEntity {
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sprite: TextureAtlasSprite {
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index: vendor_index as u32,
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scale: 4.0,
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position: Vec3::new(150.0, 0.0, 0.0),
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..Default::default()
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},
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texture_atlas: atlas_handle,
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..Default::default()
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},
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texture_atlas: atlas_handle,
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..Default::default()
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});
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})
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// draw the atlas itself
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.add_entity(SpriteEntity {
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material: materials.add(texture_atlas_texture.into()),
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quad: Quad {
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position: Vec2::new(-300.0, 0.),
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..Default::default()
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},
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sprite: Sprite { scale: 0.65 },
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..Default::default()
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});
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state.atlas_loaded = true;
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}
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