
This replaces Renderable with Draw/RenderPipelines components and makes various aspects of the renderer much simpler and legible
66 lines
2.0 KiB
Rust
66 lines
2.0 KiB
Rust
use crate::{
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render::SPRITE_PIPELINE_HANDLE, sprite::Sprite, ColorMaterial, Quad, TextureAtlas,
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TextureAtlasSprite, QUAD_HANDLE, SPRITE_SHEET_PIPELINE_HANDLE,
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};
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use bevy_asset::Handle;
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use bevy_app::EntityArchetype;
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use bevy_render::{mesh::Mesh, draw::{Draw, RenderPipelines}};
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#[derive(EntityArchetype)]
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pub struct SpriteEntity {
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pub sprite: Sprite,
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pub quad: Quad,
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pub mesh: Handle<Mesh>, // TODO: maybe abstract this out
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pub material: Handle<ColorMaterial>,
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pub draw: Draw,
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pub render_pipelines: RenderPipelines,
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}
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impl Default for SpriteEntity {
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fn default() -> Self {
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Self {
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sprite: Default::default(),
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quad: Default::default(),
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mesh: QUAD_HANDLE,
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material: Default::default(),
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draw: Default::default(),
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render_pipelines: RenderPipelines {
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pipelines: vec![SPRITE_PIPELINE_HANDLE],
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..Default::default()
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},
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}
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}
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}
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#[derive(EntityArchetype)]
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pub struct SpriteSheetEntity {
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pub sprite: TextureAtlasSprite,
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pub texture_atlas: Handle<TextureAtlas>,
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pub draw: Draw,
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pub render_pipelines: RenderPipelines,
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pub mesh: Handle<Mesh>, // TODO: maybe abstract this out
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// pub transform: Transform,
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// pub translation: Translation,
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// pub rotation: Rotation,
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// pub scale: Scale,
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}
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impl Default for SpriteSheetEntity {
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fn default() -> Self {
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Self {
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sprite: Default::default(),
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texture_atlas: Default::default(),
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draw: Default::default(),
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render_pipelines: RenderPipelines {
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pipelines: vec![SPRITE_SHEET_PIPELINE_HANDLE],
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..Default::default()
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},
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mesh: QUAD_HANDLE,
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// transform: Default::default(),
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// translation: Default::default(),
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// rotation: Default::default(),
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// scale: Default::default(),
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}
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}
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}
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