
# Objective Remove some unnecessary coupling between `DynamicTextureAtlasBuilder` and `bevy_asset`. ## Solution Remove the dependency of `DynamicTextureAtlasBuilder::add_texture` to `bevy_asset`, by directly passing the `Image` of the atlas to mutate, instead of passing separate `Assets<Image>` and `Handle<Image>` for the function to do the lookup by itself. The lookup can be done from the caller, and this allows using the builder in contexts where the `Image` is not stored inside `Assets`. Clean-up a bit the font atlas files by introducing a `PlacedGlyph` type storing the `GlyphId` and its `SubpixelOffset`, which were otherwise always both passed as function parameters and the pair used as key in hash maps. ## Testing There's no change in behavior. --- ## Changelog - Added a `PlacedGlyph` type aggregating a `GlyphId` and a `SubpixelOffset`. That type is now used as parameter in a few text atlas APIs, instead of passing individual values. ## Migration Guide - Replace the `glyph_id` and `subpixel_offset` of a few text atlas APIs by a single `place_glyph: PlacedGlyph` parameter trivially combining the two.
109 lines
3.9 KiB
Rust
109 lines
3.9 KiB
Rust
use crate::TextureAtlasLayout;
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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::{GpuImage, 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 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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<GpuImage as RenderAsset>::asset_usage(atlas_texture)
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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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