
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release. The examples are all ported over and operational with a few exceptions: * I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure. * Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example. * Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
108 lines
3.0 KiB
Rust
108 lines
3.0 KiB
Rust
use ab_glyph::{GlyphId, Point};
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use bevy_asset::{Assets, Handle};
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use bevy_math::Vec2;
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use bevy_render::{
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render_resource::{Extent3d, TextureDimension, TextureFormat},
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texture::Image,
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};
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use bevy_sprite::{DynamicTextureAtlasBuilder, TextureAtlas};
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use bevy_utils::HashMap;
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#[cfg(feature = "subpixel_glyph_atlas")]
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#[derive(Copy, Clone, Eq, PartialEq, Hash, Debug)]
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pub struct SubpixelOffset {
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x: u16,
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y: u16,
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}
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#[cfg(feature = "subpixel_glyph_atlas")]
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impl From<Point> for SubpixelOffset {
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fn from(p: Point) -> Self {
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fn f(v: f32) -> u16 {
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((v % 1.) * (u16::MAX as f32)) as u16
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}
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Self {
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x: f(p.x),
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y: f(p.y),
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}
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}
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}
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#[cfg(not(feature = "subpixel_glyph_atlas"))]
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#[derive(Copy, Clone, Eq, PartialEq, Hash, Debug)]
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pub struct SubpixelOffset;
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#[cfg(not(feature = "subpixel_glyph_atlas"))]
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impl From<Point> for SubpixelOffset {
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fn from(_: Point) -> Self {
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Self
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}
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}
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pub struct FontAtlas {
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pub dynamic_texture_atlas_builder: DynamicTextureAtlasBuilder,
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pub glyph_to_atlas_index: HashMap<(GlyphId, SubpixelOffset), usize>,
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pub texture_atlas: Handle<TextureAtlas>,
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}
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impl FontAtlas {
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pub fn new(
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textures: &mut Assets<Image>,
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texture_atlases: &mut Assets<TextureAtlas>,
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size: Vec2,
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) -> FontAtlas {
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let atlas_texture = textures.add(Image::new_fill(
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Extent3d {
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width: size.x as u32,
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height: size.y as u32,
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depth_or_array_layers: 1,
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},
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TextureDimension::D2,
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&[0, 0, 0, 0],
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TextureFormat::Rgba8UnormSrgb,
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));
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let texture_atlas = TextureAtlas::new_empty(atlas_texture, size);
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Self {
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texture_atlas: texture_atlases.add(texture_atlas),
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glyph_to_atlas_index: HashMap::default(),
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dynamic_texture_atlas_builder: DynamicTextureAtlasBuilder::new(size, 1),
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}
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}
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pub fn get_glyph_index(
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&self,
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glyph_id: GlyphId,
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subpixel_offset: SubpixelOffset,
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) -> Option<usize> {
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self.glyph_to_atlas_index
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.get(&(glyph_id, subpixel_offset))
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.copied()
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}
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pub fn has_glyph(&self, glyph_id: GlyphId, subpixel_offset: SubpixelOffset) -> bool {
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self.glyph_to_atlas_index
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.contains_key(&(glyph_id, subpixel_offset))
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}
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pub fn add_glyph(
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&mut self,
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textures: &mut Assets<Image>,
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texture_atlases: &mut Assets<TextureAtlas>,
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glyph_id: GlyphId,
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subpixel_offset: SubpixelOffset,
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texture: &Image,
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) -> bool {
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let texture_atlas = texture_atlases.get_mut(&self.texture_atlas).unwrap();
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if let Some(index) =
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self.dynamic_texture_atlas_builder
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.add_texture(texture_atlas, textures, texture)
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{
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self.glyph_to_atlas_index
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.insert((glyph_id, subpixel_offset), index);
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true
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} else {
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false
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}
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}
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}
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