bevy/crates/bevy_sprite/src/texture_atlas.rs
davier c2da7800e3 Add 2d meshes and materials (#3460)
# Objective

The current 2d rendering is specialized to render sprites, we need a generic way to render 2d items, using meshes and materials like we have for 3d.

## Solution

I cloned a good part of `bevy_pbr` into `bevy_sprite/src/mesh2d`, removed lighting and pbr itself, adapted it to 2d rendering, added a `ColorMaterial`, and modified the sprite rendering to break batches around 2d meshes.

~~The PR is a bit crude; I tried to change as little as I could in both the parts copied from 3d and the current sprite rendering to make reviewing easier. In the future, I expect we could make the sprite rendering a normal 2d material, cleanly integrated with the rest.~~ _edit: see <https://github.com/bevyengine/bevy/pull/3460#issuecomment-1003605194>_

## Remaining work

- ~~don't require mesh normals~~ _out of scope_
- ~~add an example~~ _done_
- support 2d meshes & materials in the UI?
- bikeshed names (I didn't think hard about naming, please check if it's fine)

## Remaining questions

- ~~should we add a depth buffer to 2d now that there are 2d meshes?~~ _let's revisit that when we have an opaque render phase_
- ~~should we add MSAA support to the sprites, or remove it from the 2d meshes?~~ _I added MSAA to sprites since it's really needed for 2d meshes_
- ~~how to customize vertex attributes?~~ _#3120_



Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-01-08 01:29:08 +00:00

153 lines
4.8 KiB
Rust

use crate::Rect;
use bevy_asset::Handle;
use bevy_ecs::component::Component;
use bevy_math::Vec2;
use bevy_reflect::{Reflect, TypeUuid};
use bevy_render::{color::Color, texture::Image};
use bevy_utils::HashMap;
/// An atlas containing multiple textures (like a spritesheet or a tilemap).
/// [Example usage animating sprite.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/sprite_sheet.rs)
/// [Example usage loading sprite sheet.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/texture_atlas.rs)
#[derive(Debug, Clone, TypeUuid)]
#[uuid = "7233c597-ccfa-411f-bd59-9af349432ada"]
pub struct TextureAtlas {
/// The handle to the texture in which the sprites are stored
pub texture: Handle<Image>,
// TODO: add support to Uniforms derive to write dimensions and sprites to the same buffer
pub size: Vec2,
/// The specific areas of the atlas where each texture can be found
pub textures: Vec<Rect>,
pub texture_handles: Option<HashMap<Handle<Image>, usize>>,
}
#[derive(Component, Debug, Clone, TypeUuid, Reflect)]
#[uuid = "7233c597-ccfa-411f-bd59-9af349432ada"]
pub struct TextureAtlasSprite {
pub color: Color,
pub index: usize,
pub flip_x: bool,
pub flip_y: bool,
/// An optional custom size for the sprite that will be used when rendering, instead of the size
/// of the sprite's image in the atlas
pub custom_size: Option<Vec2>,
}
impl Default for TextureAtlasSprite {
fn default() -> Self {
Self {
index: 0,
color: Color::WHITE,
flip_x: false,
flip_y: false,
custom_size: None,
}
}
}
impl TextureAtlasSprite {
pub fn new(index: usize) -> TextureAtlasSprite {
Self {
index,
..Default::default()
}
}
}
impl TextureAtlas {
/// Create a new `TextureAtlas` that has a texture, but does not have
/// any individual sprites specified
pub fn new_empty(texture: Handle<Image>, dimensions: Vec2) -> Self {
Self {
texture,
size: dimensions,
texture_handles: None,
textures: Vec::new(),
}
}
/// Generate a `TextureAtlas` by splitting a texture into a grid where each
/// cell of the grid of `tile_size` is one of the textures in the atlas
pub fn from_grid(
texture: Handle<Image>,
tile_size: Vec2,
columns: usize,
rows: usize,
) -> TextureAtlas {
Self::from_grid_with_padding(texture, tile_size, columns, rows, Vec2::new(0f32, 0f32))
}
/// Generate a `TextureAtlas` by splitting a texture into a grid where each
/// cell of the grid of `tile_size` is one of the textures in the atlas and is separated by
/// some `padding` in the texture
pub fn from_grid_with_padding(
texture: Handle<Image>,
tile_size: Vec2,
columns: usize,
rows: usize,
padding: Vec2,
) -> TextureAtlas {
let mut sprites = Vec::new();
let mut x_padding = 0.0;
let mut y_padding = 0.0;
for y in 0..rows {
if y > 0 {
y_padding = padding.y;
}
for x in 0..columns {
if x > 0 {
x_padding = padding.x;
}
let rect_min = Vec2::new(
(tile_size.x + x_padding) * x as f32,
(tile_size.y + y_padding) * y as f32,
);
sprites.push(Rect {
min: rect_min,
max: Vec2::new(rect_min.x + tile_size.x, rect_min.y + tile_size.y),
})
}
}
TextureAtlas {
size: Vec2::new(
((tile_size.x + x_padding) * columns as f32) - x_padding,
((tile_size.y + y_padding) * rows as f32) - y_padding,
),
textures: sprites,
texture,
texture_handles: None,
}
}
/// Add a sprite to the list of textures in the `TextureAtlas`
/// returns an index to the texture which can be used with `TextureAtlasSprite`
///
/// # Arguments
///
/// * `rect` - The section of the atlas that contains the texture to be added,
/// from the top-left corner of the texture to the bottom-right corner
pub fn add_texture(&mut self, rect: Rect) -> usize {
self.textures.push(rect);
self.textures.len() - 1
}
/// How many textures are in the `TextureAtlas`
pub fn len(&self) -> usize {
self.textures.len()
}
pub fn is_empty(&self) -> bool {
self.textures.is_empty()
}
pub fn get_texture_index(&self, texture: &Handle<Image>) -> Option<usize> {
self.texture_handles
.as_ref()
.and_then(|texture_handles| texture_handles.get(texture).cloned())
}
}