# Objective https://github.com/bevyengine/bevy/issues/17746 ## Solution - Change `Image.data` from being a `Vec<u8>` to a `Option<Vec<u8>>` - Added functions to help with creating images ## Testing - Did you test these changes? If so, how? All current tests pass Tested a variety of existing examples to make sure they don't crash (they don't) - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? Linux x86 64-bit NixOS --- ## Migration Guide Code that directly access `Image` data will now need to use unwrap or handle the case where no data is provided. Behaviour of new_fill slightly changed, but not in a way that is likely to affect anything. It no longer panics and will fill the whole texture instead of leaving black pixels if the data provided is not a nice factor of the size of the image. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
		
			
				
	
	
		
			138 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			138 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows how to modify texture assets after spawning.
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use bevy::{
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    image::ImageLoaderSettings, input::common_conditions::input_just_pressed, prelude::*,
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    render::render_asset::RenderAssetUsages,
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};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, (setup, spawn_text))
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        .add_systems(
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            Update,
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            alter_handle.run_if(input_just_pressed(KeyCode::Space)),
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        )
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        .add_systems(
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            Update,
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            alter_asset.run_if(input_just_pressed(KeyCode::Enter)),
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        )
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        .run();
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}
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#[derive(Component, Debug)]
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enum Bird {
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    Normal,
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    Logo,
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}
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impl Bird {
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    fn get_texture_path(&self) -> String {
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        match self {
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            Bird::Normal => "branding/bevy_bird_dark.png".into(),
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            Bird::Logo => "branding/bevy_logo_dark.png".into(),
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        }
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    }
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    fn set_next_variant(&mut self) {
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        *self = match self {
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            Bird::Normal => Bird::Logo,
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            Bird::Logo => Bird::Normal,
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        }
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    }
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}
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#[derive(Component, Debug)]
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struct Left;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    let bird_left = Bird::Normal;
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    let bird_right = Bird::Normal;
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    commands.spawn(Camera2d);
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    let texture_left = asset_server.load_with_settings(
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        bird_left.get_texture_path(),
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        // `RenderAssetUsages::all()` is already the default, so the line below could be omitted.
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        // It's helpful to know it exists, however.
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        //
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        // `RenderAssetUsages` tell Bevy whether to keep the data around:
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        //   - for the GPU (`RenderAssetUsages::RENDER_WORLD`),
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        //   - for the CPU (`RenderAssetUsages::MAIN_WORLD`),
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        //   - or both.
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        // `RENDER_WORLD` is necessary to render the image, `MAIN_WORLD` is necessary to inspect
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        // and modify the image (via `ResMut<Assets<Image>>`).
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        //
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        // Since most games will not need to modify textures at runtime, many developers opt to pass
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        // only `RENDER_WORLD`. This is more memory efficient, as we don't need to keep the image in
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        // RAM. For this example however, this would not work, as we need to inspect and modify the
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        // image at runtime.
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        |settings: &mut ImageLoaderSettings| settings.asset_usage = RenderAssetUsages::all(),
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    );
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    commands.spawn((
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        Name::new("Bird Left"),
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        // This marker component ensures we can easily find either of the Birds by using With and
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        // Without query filters.
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        Left,
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        Sprite::from_image(texture_left),
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        Transform::from_xyz(-200.0, 0.0, 0.0),
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        bird_left,
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    ));
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    commands.spawn((
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        Name::new("Bird Right"),
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        // In contrast to the above, here we rely on the default `RenderAssetUsages` loader setting
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        Sprite::from_image(asset_server.load(bird_right.get_texture_path())),
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        Transform::from_xyz(200.0, 0.0, 0.0),
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        bird_right,
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    ));
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}
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fn spawn_text(mut commands: Commands) {
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    commands.spawn((
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        Name::new("Instructions"),
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        Text::new(
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            "Space: swap the right sprite's image handle\n\
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            Return: modify the image Asset of the left sprite, affecting all uses of it",
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        ),
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        Node {
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            position_type: PositionType::Absolute,
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            top: Val::Px(12.),
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            left: Val::Px(12.),
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            ..default()
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        },
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    ));
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}
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fn alter_handle(
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    asset_server: Res<AssetServer>,
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    right_bird: Single<(&mut Bird, &mut Sprite), Without<Left>>,
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) {
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    // Image handles, like other parts of the ECS, can be queried as mutable and modified at
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    // runtime. We only spawned one bird without the `Left` marker component.
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    let (mut bird, mut sprite) = right_bird.into_inner();
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    // Switch to a new Bird variant
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    bird.set_next_variant();
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    // Modify the handle associated with the Bird on the right side. Note that we will only
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    // have to load the same path from storage media once: repeated attempts will re-use the
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    // asset.
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    sprite.image = asset_server.load(bird.get_texture_path());
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}
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fn alter_asset(mut images: ResMut<Assets<Image>>, left_bird: Single<&Sprite, With<Left>>) {
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    // Obtain a mutable reference to the Image asset.
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    let Some(image) = images.get_mut(&left_bird.image) else {
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        return;
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    };
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    for pixel in image.data.as_mut().unwrap() {
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        // Directly modify the asset data, which will affect all users of this asset. By
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        // contrast, mutating the handle (as we did above) affects only one copy. In this case,
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        // we'll just invert the colors, by way of demonstration. Notice that both uses of the
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        // asset show the change, not just the one on the left.
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        *pixel = 255 - *pixel;
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    }
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}
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