
# Summary - I started experimenting if `TextureAtlas` and friends can be moved to `bevy_image`. See [Discord](https://discord.com/channels/691052431525675048/692572690833473578/1320176054911897642) thread. - While doing that, and moving `DynamicTextureAtlasBuilder` to `bevy_image`, it revealed that `DynamicTextureAtlasBuilder` depends on `bevy_render::GpuImage`, but we can't have `bevy_image` depend on `bevy_render`. - The reason for the dependency is an assertion introduced in [this PR](https://github.com/bevyengine/bevy/pull/12827/files?show-viewed-files=true&file-filters%5B%5D=#diff-d9afd2170466f4aae340b244bdaa2a80aef58e979268c003878ca6c95860eb37R59). - [It doesn't seem like there was a specific reason for that change](https://discord.com/channels/691052431525675048/743663924229963868/1320506862067650580), so should be safe to change it. - So instead of the cast, just look up `asset_usage` directly on the concrete `Image` type. - Also update the message which referred to a non-existent variable `atlas_texture_handle` (it was renamed during a subsequent refactor PR). # Testing - Checked on Discord if there was any known reason this had to stay like this. - CI builds it.
106 lines
3.8 KiB
Rust
106 lines
3.8 KiB
Rust
use crate::TextureAtlasLayout;
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use bevy_image::{Image, TextureFormatPixelInfo};
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use bevy_math::{URect, UVec2};
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use bevy_render::render_asset::RenderAssetUsages;
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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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/// * `atlas_layout` - The atlas layout to add the texture to.
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/// * `texture` - The source texture to add to the atlas.
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/// * `atlas_texture` - The destination atlas texture to copy the source texture to.
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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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texture: &Image,
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atlas_texture: &mut 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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assert!(
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atlas_texture.asset_usage.contains(RenderAssetUsages::MAIN_WORLD),
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"The atlas_texture image 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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