bevy/crates/bevy_sprite/src/entity.rs
Mariusz Kryński 60fa2d5f93
delegate layout reflection to RenderResourceContext (#691)
* delegate layout reflection to RenderResourceContext
Also:
 * auto-reflect DynamicBindings
 * use RenderPipeline::new, update dynamic_bindings

linting.

* add dynamic binding generation

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2020-11-10 13:20:05 -08:00

83 lines
2.6 KiB
Rust

use crate::{
render::SPRITE_PIPELINE_HANDLE, sprite::Sprite, ColorMaterial, TextureAtlas,
TextureAtlasSprite, QUAD_HANDLE, SPRITE_SHEET_PIPELINE_HANDLE,
};
use bevy_asset::Handle;
use bevy_ecs::Bundle;
use bevy_render::{
mesh::Mesh,
pipeline::{RenderPipeline, RenderPipelines},
prelude::Draw,
render_graph::base::MainPass,
};
use bevy_transform::prelude::{GlobalTransform, Transform};
#[derive(Bundle)]
pub struct SpriteComponents {
pub sprite: Sprite,
pub mesh: Handle<Mesh>, // TODO: maybe abstract this out
pub material: Handle<ColorMaterial>,
pub main_pass: MainPass,
pub draw: Draw,
pub render_pipelines: RenderPipelines,
pub transform: Transform,
pub global_transform: GlobalTransform,
}
impl Default for SpriteComponents {
fn default() -> Self {
Self {
mesh: QUAD_HANDLE,
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
SPRITE_PIPELINE_HANDLE,
)]),
draw: Draw {
is_transparent: true,
..Default::default()
},
sprite: Default::default(),
main_pass: MainPass,
material: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
}
}
}
/// A Bundle of components for drawing a single sprite from a sprite sheet (also referred
/// to as a `TextureAtlas`)
#[derive(Bundle)]
pub struct SpriteSheetComponents {
/// The specific sprite from the texture atlas to be drawn
pub sprite: TextureAtlasSprite,
/// A handle to the texture atlas that holds the sprite images
pub texture_atlas: Handle<TextureAtlas>,
/// Data pertaining to how the sprite is drawn on the screen
pub draw: Draw,
pub render_pipelines: RenderPipelines,
pub main_pass: MainPass,
pub mesh: Handle<Mesh>, // TODO: maybe abstract this out
pub transform: Transform,
pub global_transform: GlobalTransform,
}
impl Default for SpriteSheetComponents {
fn default() -> Self {
Self {
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
SPRITE_SHEET_PIPELINE_HANDLE,
)]),
draw: Draw {
is_transparent: true,
..Default::default()
},
mesh: QUAD_HANDLE,
main_pass: MainPass,
sprite: Default::default(),
texture_atlas: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
}
}
}