
# Objective
The physical width and height (pixels) of an image is always integers,
but for `GpuImage` bevy currently stores them as `Vec2` (`f32`).
Switching to `UVec2` makes this more consistent with the [underlying
texture data](https://docs.rs/wgpu/latest/wgpu/struct.Extent3d.html).
I'm not sure if this is worth the change in the surface level API. If
not, feel free to close this PR.
## Solution
- Replace uses of `Vec2` with `UVec2` when referring to texture
dimensions.
- Use integer types for the texture atlas dimensions and sections.
[`Sprite::rect`](a81a2d1da3/crates/bevy_sprite/src/sprite.rs (L29)
)
remains unchanged, so manually specifying a sub-pixel region of an image
is still possible.
---
## Changelog
- `GpuImage` now stores its size as `UVec2` instead of `Vec2`.
- Texture atlases store their size and sections as `UVec2` and `URect`
respectively.
- `UiImageSize` stores its size as `UVec2`.
## Migration Guide
- Change floating point types (`Vec2`, `Rect`) to their respective
unsigned integer versions (`UVec2`, `URect`) when using `GpuImage`,
`TextureAtlasLayout`, `TextureAtlasBuilder`,
`DynamicAtlasTextureBuilder` or `FontAtlas`.
114 lines
4.0 KiB
Rust
114 lines
4.0 KiB
Rust
use crate::TextureAtlasLayout;
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use bevy_asset::{Assets, Handle};
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use bevy_math::{URect, UVec2};
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use bevy_render::{
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render_asset::{RenderAsset, RenderAssetUsages},
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texture::{Image, TextureFormatPixelInfo},
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};
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use guillotiere::{size2, Allocation, AtlasAllocator};
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/// Helper utility to update [`TextureAtlasLayout`] on the fly.
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///
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/// Helpful in cases when texture is created procedurally,
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/// e.g: in a font glyph [`TextureAtlasLayout`], only add the [`Image`] texture for letters to be rendered.
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pub struct DynamicTextureAtlasBuilder {
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atlas_allocator: AtlasAllocator,
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padding: u32,
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}
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impl DynamicTextureAtlasBuilder {
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/// Create a new [`DynamicTextureAtlasBuilder`]
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///
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/// # Arguments
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///
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/// * `size` - total size for the atlas
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/// * `padding` - gap added between textures in the atlas, both in x axis and y axis
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pub fn new(size: UVec2, padding: u32) -> Self {
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Self {
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atlas_allocator: AtlasAllocator::new(to_size2(size)),
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padding,
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}
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}
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/// Add a new texture to `atlas_layout`.
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///
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/// It is the user's responsibility to pass in the correct [`TextureAtlasLayout`].
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/// Also, the asset that `atlas_texture_handle` points to must have a usage matching
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/// [`RenderAssetUsages::MAIN_WORLD`].
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///
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/// # Arguments
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///
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/// * `altas_layout` - The atlas to add the texture to
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/// * `textures` - The texture assets container
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/// * `texture` - The new texture to add to the atlas
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/// * `atlas_texture_handle` - The atlas texture to edit
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pub fn add_texture(
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&mut self,
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atlas_layout: &mut TextureAtlasLayout,
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textures: &mut Assets<Image>,
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texture: &Image,
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atlas_texture_handle: &Handle<Image>,
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) -> Option<usize> {
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let allocation = self.atlas_allocator.allocate(size2(
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(texture.width() + self.padding).try_into().unwrap(),
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(texture.height() + self.padding).try_into().unwrap(),
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));
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if let Some(allocation) = allocation {
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let atlas_texture = textures.get_mut(atlas_texture_handle).unwrap();
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assert!(
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atlas_texture
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.asset_usage()
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.contains(RenderAssetUsages::MAIN_WORLD),
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"The asset at atlas_texture_handle must have the RenderAssetUsages::MAIN_WORLD usage flag set"
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);
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self.place_texture(atlas_texture, allocation, texture);
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let mut rect: URect = to_rect(allocation.rectangle);
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rect.max = rect.max.saturating_sub(UVec2::splat(self.padding));
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Some(atlas_layout.add_texture(rect))
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} else {
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None
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}
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}
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fn place_texture(
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&mut self,
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atlas_texture: &mut Image,
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allocation: Allocation,
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texture: &Image,
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) {
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let mut rect = allocation.rectangle;
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rect.max.x -= self.padding as i32;
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rect.max.y -= self.padding as i32;
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let atlas_width = atlas_texture.width() as usize;
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let rect_width = rect.width() as usize;
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let format_size = atlas_texture.texture_descriptor.format.pixel_size();
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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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let begin = (bound_y * atlas_width + rect.min.x as usize) * format_size;
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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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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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}
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}
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fn to_rect(rectangle: guillotiere::Rectangle) -> URect {
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URect {
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min: UVec2::new(
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rectangle.min.x.try_into().unwrap(),
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rectangle.min.y.try_into().unwrap(),
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),
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max: UVec2::new(
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rectangle.max.x.try_into().unwrap(),
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rectangle.max.y.try_into().unwrap(),
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),
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}
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}
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fn to_size2(vec2: UVec2) -> 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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