
# Objective - get closer to being able to load gltfs without using bevy_render ## Solution - Split bevy_camera out of bevy_render - Builds on #19943 - Im sorry for the big diff, i tried to minimize it as much as i can by using re-exports. This also prevents most breaking changes, but there are still a couple. ## Testing - 3d_scene looks good
359 lines
12 KiB
Rust
359 lines
12 KiB
Rust
#![expect(missing_docs, reason = "Not all docs are written yet, see #3492.")]
|
|
#![cfg_attr(docsrs, feature(doc_auto_cfg))]
|
|
#![forbid(unsafe_code)]
|
|
#![doc(
|
|
html_logo_url = "https://bevy.org/assets/icon.png",
|
|
html_favicon_url = "https://bevy.org/assets/icon.png"
|
|
)]
|
|
|
|
//! Provides 2D sprite rendering functionality.
|
|
|
|
extern crate alloc;
|
|
|
|
mod mesh2d;
|
|
#[cfg(feature = "bevy_sprite_picking_backend")]
|
|
mod picking_backend;
|
|
mod render;
|
|
mod sprite;
|
|
mod texture_slice;
|
|
mod tilemap_chunk;
|
|
|
|
/// The sprite prelude.
|
|
///
|
|
/// This includes the most common types in this crate, re-exported for your convenience.
|
|
pub mod prelude {
|
|
#[cfg(feature = "bevy_sprite_picking_backend")]
|
|
#[doc(hidden)]
|
|
pub use crate::picking_backend::{
|
|
SpritePickingCamera, SpritePickingMode, SpritePickingPlugin, SpritePickingSettings,
|
|
};
|
|
#[doc(hidden)]
|
|
pub use crate::{
|
|
sprite::{Sprite, SpriteImageMode},
|
|
texture_slice::{BorderRect, SliceScaleMode, TextureSlice, TextureSlicer},
|
|
ColorMaterial, MeshMaterial2d, ScalingMode,
|
|
};
|
|
}
|
|
|
|
pub use mesh2d::*;
|
|
#[cfg(feature = "bevy_sprite_picking_backend")]
|
|
pub use picking_backend::*;
|
|
pub use render::*;
|
|
pub use sprite::*;
|
|
pub use texture_slice::*;
|
|
pub use tilemap_chunk::*;
|
|
|
|
use bevy_app::prelude::*;
|
|
use bevy_asset::{embedded_asset, AssetEventSystems, Assets};
|
|
use bevy_core_pipeline::core_2d::{AlphaMask2d, Opaque2d, Transparent2d};
|
|
use bevy_ecs::prelude::*;
|
|
use bevy_image::{prelude::*, TextureAtlasPlugin};
|
|
use bevy_render::{
|
|
batching::sort_binned_render_phase,
|
|
load_shader_library,
|
|
mesh::{Mesh, Mesh2d},
|
|
primitives::{Aabb, MeshAabb},
|
|
render_phase::AddRenderCommand,
|
|
render_resource::SpecializedRenderPipelines,
|
|
view::{NoFrustumCulling, VisibilitySystems},
|
|
ExtractSchedule, Render, RenderApp, RenderSystems,
|
|
};
|
|
|
|
/// Adds support for 2D sprite rendering.
|
|
#[derive(Default)]
|
|
pub struct SpritePlugin;
|
|
|
|
/// System set for sprite rendering.
|
|
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
|
|
pub enum SpriteSystems {
|
|
ExtractSprites,
|
|
ComputeSlices,
|
|
}
|
|
|
|
/// Deprecated alias for [`SpriteSystems`].
|
|
#[deprecated(since = "0.17.0", note = "Renamed to `SpriteSystems`.")]
|
|
pub type SpriteSystem = SpriteSystems;
|
|
|
|
impl Plugin for SpritePlugin {
|
|
fn build(&self, app: &mut App) {
|
|
load_shader_library!(app, "render/sprite_view_bindings.wgsl");
|
|
|
|
embedded_asset!(app, "render/sprite.wgsl");
|
|
|
|
if !app.is_plugin_added::<TextureAtlasPlugin>() {
|
|
app.add_plugins(TextureAtlasPlugin);
|
|
}
|
|
|
|
app.register_type::<Sprite>()
|
|
.register_type::<SpriteImageMode>()
|
|
.register_type::<TextureSlicer>()
|
|
.register_type::<Anchor>()
|
|
.register_type::<Mesh2d>()
|
|
.add_plugins((
|
|
Mesh2dRenderPlugin,
|
|
ColorMaterialPlugin,
|
|
TilemapChunkPlugin,
|
|
TilemapChunkMaterialPlugin,
|
|
))
|
|
.add_systems(
|
|
PostUpdate,
|
|
(
|
|
calculate_bounds_2d.in_set(VisibilitySystems::CalculateBounds),
|
|
(
|
|
compute_slices_on_asset_event.before(AssetEventSystems),
|
|
compute_slices_on_sprite_change,
|
|
)
|
|
.in_set(SpriteSystems::ComputeSlices),
|
|
),
|
|
);
|
|
|
|
#[cfg(feature = "bevy_sprite_picking_backend")]
|
|
app.add_plugins(SpritePickingPlugin);
|
|
|
|
if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
|
|
render_app
|
|
.init_resource::<ImageBindGroups>()
|
|
.init_resource::<SpecializedRenderPipelines<SpritePipeline>>()
|
|
.init_resource::<SpriteMeta>()
|
|
.init_resource::<ExtractedSprites>()
|
|
.init_resource::<ExtractedSlices>()
|
|
.init_resource::<SpriteAssetEvents>()
|
|
.add_render_command::<Transparent2d, DrawSprite>()
|
|
.add_systems(
|
|
ExtractSchedule,
|
|
(
|
|
extract_sprites.in_set(SpriteSystems::ExtractSprites),
|
|
extract_sprite_events,
|
|
),
|
|
)
|
|
.add_systems(
|
|
Render,
|
|
(
|
|
queue_sprites
|
|
.in_set(RenderSystems::Queue)
|
|
.ambiguous_with(queue_material2d_meshes::<ColorMaterial>),
|
|
prepare_sprite_image_bind_groups.in_set(RenderSystems::PrepareBindGroups),
|
|
prepare_sprite_view_bind_groups.in_set(RenderSystems::PrepareBindGroups),
|
|
sort_binned_render_phase::<Opaque2d>.in_set(RenderSystems::PhaseSort),
|
|
sort_binned_render_phase::<AlphaMask2d>.in_set(RenderSystems::PhaseSort),
|
|
),
|
|
);
|
|
};
|
|
}
|
|
|
|
fn finish(&self, app: &mut App) {
|
|
if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
|
|
render_app
|
|
.init_resource::<SpriteBatches>()
|
|
.init_resource::<SpritePipeline>();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// System calculating and inserting an [`Aabb`] component to entities with either:
|
|
/// - a `Mesh2d` component,
|
|
/// - a `Sprite` and `Handle<Image>` components,
|
|
/// and without a [`NoFrustumCulling`] component.
|
|
///
|
|
/// Used in system set [`VisibilitySystems::CalculateBounds`].
|
|
pub fn calculate_bounds_2d(
|
|
mut commands: Commands,
|
|
meshes: Res<Assets<Mesh>>,
|
|
images: Res<Assets<Image>>,
|
|
atlases: Res<Assets<TextureAtlasLayout>>,
|
|
meshes_without_aabb: Query<(Entity, &Mesh2d), (Without<Aabb>, Without<NoFrustumCulling>)>,
|
|
sprites_to_recalculate_aabb: Query<
|
|
(Entity, &Sprite, &Anchor),
|
|
(
|
|
Or<(Without<Aabb>, Changed<Sprite>, Changed<Anchor>)>,
|
|
Without<NoFrustumCulling>,
|
|
),
|
|
>,
|
|
) {
|
|
for (entity, mesh_handle) in &meshes_without_aabb {
|
|
if let Some(mesh) = meshes.get(&mesh_handle.0) {
|
|
if let Some(aabb) = mesh.compute_aabb() {
|
|
commands.entity(entity).try_insert(aabb);
|
|
}
|
|
}
|
|
}
|
|
for (entity, sprite, anchor) in &sprites_to_recalculate_aabb {
|
|
if let Some(size) = sprite
|
|
.custom_size
|
|
.or_else(|| sprite.rect.map(|rect| rect.size()))
|
|
.or_else(|| match &sprite.texture_atlas {
|
|
// We default to the texture size for regular sprites
|
|
None => images.get(&sprite.image).map(Image::size_f32),
|
|
// We default to the drawn rect for atlas sprites
|
|
Some(atlas) => atlas
|
|
.texture_rect(&atlases)
|
|
.map(|rect| rect.size().as_vec2()),
|
|
})
|
|
{
|
|
let aabb = Aabb {
|
|
center: (-anchor.as_vec() * size).extend(0.0).into(),
|
|
half_extents: (0.5 * size).extend(0.0).into(),
|
|
};
|
|
commands.entity(entity).try_insert(aabb);
|
|
}
|
|
}
|
|
}
|
|
|
|
#[cfg(test)]
|
|
mod test {
|
|
|
|
use bevy_math::{Rect, Vec2, Vec3A};
|
|
use bevy_utils::default;
|
|
|
|
use super::*;
|
|
|
|
#[test]
|
|
fn calculate_bounds_2d_create_aabb_for_image_sprite_entity() {
|
|
// Setup app
|
|
let mut app = App::new();
|
|
|
|
// Add resources and get handle to image
|
|
let mut image_assets = Assets::<Image>::default();
|
|
let image_handle = image_assets.add(Image::default());
|
|
app.insert_resource(image_assets);
|
|
let mesh_assets = Assets::<Mesh>::default();
|
|
app.insert_resource(mesh_assets);
|
|
let texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
|
|
app.insert_resource(texture_atlas_assets);
|
|
|
|
// Add system
|
|
app.add_systems(Update, calculate_bounds_2d);
|
|
|
|
// Add entities
|
|
let entity = app.world_mut().spawn(Sprite::from_image(image_handle)).id();
|
|
|
|
// Verify that the entity does not have an AABB
|
|
assert!(!app
|
|
.world()
|
|
.get_entity(entity)
|
|
.expect("Could not find entity")
|
|
.contains::<Aabb>());
|
|
|
|
// Run system
|
|
app.update();
|
|
|
|
// Verify the AABB exists
|
|
assert!(app
|
|
.world()
|
|
.get_entity(entity)
|
|
.expect("Could not find entity")
|
|
.contains::<Aabb>());
|
|
}
|
|
|
|
#[test]
|
|
fn calculate_bounds_2d_update_aabb_when_sprite_custom_size_changes_to_some() {
|
|
// Setup app
|
|
let mut app = App::new();
|
|
|
|
// Add resources and get handle to image
|
|
let mut image_assets = Assets::<Image>::default();
|
|
let image_handle = image_assets.add(Image::default());
|
|
app.insert_resource(image_assets);
|
|
let mesh_assets = Assets::<Mesh>::default();
|
|
app.insert_resource(mesh_assets);
|
|
let texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
|
|
app.insert_resource(texture_atlas_assets);
|
|
|
|
// Add system
|
|
app.add_systems(Update, calculate_bounds_2d);
|
|
|
|
// Add entities
|
|
let entity = app
|
|
.world_mut()
|
|
.spawn(Sprite {
|
|
custom_size: Some(Vec2::ZERO),
|
|
image: image_handle,
|
|
..default()
|
|
})
|
|
.id();
|
|
|
|
// Create initial AABB
|
|
app.update();
|
|
|
|
// Get the initial AABB
|
|
let first_aabb = *app
|
|
.world()
|
|
.get_entity(entity)
|
|
.expect("Could not find entity")
|
|
.get::<Aabb>()
|
|
.expect("Could not find initial AABB");
|
|
|
|
// Change `custom_size` of sprite
|
|
let mut binding = app
|
|
.world_mut()
|
|
.get_entity_mut(entity)
|
|
.expect("Could not find entity");
|
|
let mut sprite = binding
|
|
.get_mut::<Sprite>()
|
|
.expect("Could not find sprite component of entity");
|
|
sprite.custom_size = Some(Vec2::ONE);
|
|
|
|
// Re-run the `calculate_bounds_2d` system to get the new AABB
|
|
app.update();
|
|
|
|
// Get the re-calculated AABB
|
|
let second_aabb = *app
|
|
.world()
|
|
.get_entity(entity)
|
|
.expect("Could not find entity")
|
|
.get::<Aabb>()
|
|
.expect("Could not find second AABB");
|
|
|
|
// Check that the AABBs are not equal
|
|
assert_ne!(first_aabb, second_aabb);
|
|
}
|
|
|
|
#[test]
|
|
fn calculate_bounds_2d_correct_aabb_for_sprite_with_custom_rect() {
|
|
// Setup app
|
|
let mut app = App::new();
|
|
|
|
// Add resources and get handle to image
|
|
let mut image_assets = Assets::<Image>::default();
|
|
let image_handle = image_assets.add(Image::default());
|
|
app.insert_resource(image_assets);
|
|
let mesh_assets = Assets::<Mesh>::default();
|
|
app.insert_resource(mesh_assets);
|
|
let texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
|
|
app.insert_resource(texture_atlas_assets);
|
|
|
|
// Add system
|
|
app.add_systems(Update, calculate_bounds_2d);
|
|
|
|
// Add entities
|
|
let entity = app
|
|
.world_mut()
|
|
.spawn((
|
|
Sprite {
|
|
rect: Some(Rect::new(0., 0., 0.5, 1.)),
|
|
image: image_handle,
|
|
..default()
|
|
},
|
|
Anchor::TOP_RIGHT,
|
|
))
|
|
.id();
|
|
|
|
// Create AABB
|
|
app.update();
|
|
|
|
// Get the AABB
|
|
let aabb = *app
|
|
.world_mut()
|
|
.get_entity(entity)
|
|
.expect("Could not find entity")
|
|
.get::<Aabb>()
|
|
.expect("Could not find AABB");
|
|
|
|
// Verify that the AABB is at the expected position
|
|
assert_eq!(aabb.center, Vec3A::new(-0.25, -0.5, 0.));
|
|
|
|
// Verify that the AABB has the expected size
|
|
assert_eq!(aabb.half_extents, Vec3A::new(0.25, 0.5, 0.));
|
|
}
|
|
}
|