bevy/crates/bevy_text/src/text2d.rs
Carter Anderson ffecb05a0a Replace old renderer with new renderer (#3312)
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.

The examples are all ported over and operational with a few exceptions:

* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
2021-12-14 03:58:23 +00:00

183 lines
6.5 KiB
Rust

use bevy_asset::Assets;
use bevy_ecs::{
bundle::Bundle,
entity::Entity,
query::{Changed, QueryState, With},
system::{Local, Query, QuerySet, Res, ResMut},
};
use bevy_math::{Mat4, Size, Vec3};
use bevy_render::{texture::Image, RenderWorld};
use bevy_sprite::{ExtractedSprite, ExtractedSprites, TextureAtlas};
use bevy_transform::prelude::{GlobalTransform, Transform};
use bevy_window::Windows;
use crate::{
DefaultTextPipeline, Font, FontAtlasSet, HorizontalAlign, Text, Text2dSize, TextError,
VerticalAlign,
};
/// The bundle of components needed to draw text in a 2D scene via a 2D `OrthographicCameraBundle`.
/// [Example usage.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/text2d.rs)
#[derive(Bundle, Clone, Debug)]
pub struct Text2dBundle {
pub text: Text,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub text_2d_size: Text2dSize,
}
impl Default for Text2dBundle {
fn default() -> Self {
Self {
text: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
text_2d_size: Text2dSize {
size: Size::default(),
},
}
}
}
pub fn extract_text2d_sprite(
mut render_world: ResMut<RenderWorld>,
texture_atlases: Res<Assets<TextureAtlas>>,
text_pipeline: Res<DefaultTextPipeline>,
windows: Res<Windows>,
mut text2d_query: Query<(Entity, &Text, &GlobalTransform, &Text2dSize)>,
) {
let mut extracted_sprites = render_world.get_resource_mut::<ExtractedSprites>().unwrap();
let scale_factor = if let Some(window) = windows.get_primary() {
window.scale_factor() as f32
} else {
1.
};
for (entity, text, transform, calculated_size) in text2d_query.iter_mut() {
let (width, height) = (calculated_size.size.width, calculated_size.size.height);
if let Some(text_layout) = text_pipeline.get_glyphs(&entity) {
let text_glyphs = &text_layout.glyphs;
let alignment_offset = match text.alignment.vertical {
VerticalAlign::Top => Vec3::new(0.0, -height, 0.0),
VerticalAlign::Center => Vec3::new(0.0, -height * 0.5, 0.0),
VerticalAlign::Bottom => Vec3::ZERO,
} + match text.alignment.horizontal {
HorizontalAlign::Left => Vec3::ZERO,
HorizontalAlign::Center => Vec3::new(-width * 0.5, 0.0, 0.0),
HorizontalAlign::Right => Vec3::new(-width, 0.0, 0.0),
};
for text_glyph in text_glyphs {
let color = text.sections[text_glyph.section_index]
.style
.color
.as_rgba_linear();
let atlas = texture_atlases
.get(text_glyph.atlas_info.texture_atlas.clone_weak())
.unwrap();
let handle = atlas.texture.clone_weak();
let index = text_glyph.atlas_info.glyph_index as usize;
let rect = atlas.textures[index];
let atlas_size = Some(atlas.size);
let transform =
Mat4::from_rotation_translation(transform.rotation, transform.translation)
* Mat4::from_scale(transform.scale / scale_factor)
* Mat4::from_translation(
alignment_offset * scale_factor + text_glyph.position.extend(0.),
);
extracted_sprites.sprites.push(ExtractedSprite {
transform,
color,
rect,
handle,
atlas_size,
flip_x: false,
flip_y: false,
});
}
}
}
}
#[derive(Debug, Default)]
pub struct QueuedText2d {
entities: Vec<Entity>,
}
/// Updates the TextGlyphs with the new computed glyphs from the layout
#[allow(clippy::too_many_arguments, clippy::type_complexity)]
pub fn text2d_system(
mut queued_text: Local<QueuedText2d>,
mut textures: ResMut<Assets<Image>>,
fonts: Res<Assets<Font>>,
windows: Res<Windows>,
mut texture_atlases: ResMut<Assets<TextureAtlas>>,
mut font_atlas_set_storage: ResMut<Assets<FontAtlasSet>>,
mut text_pipeline: ResMut<DefaultTextPipeline>,
mut text_queries: QuerySet<(
QueryState<Entity, (With<Text2dSize>, Changed<Text>)>,
QueryState<(&Text, &mut Text2dSize), With<Text2dSize>>,
)>,
) {
// Adds all entities where the text or the style has changed to the local queue
for entity in text_queries.q0().iter_mut() {
queued_text.entities.push(entity);
}
if queued_text.entities.is_empty() {
return;
}
let scale_factor = if let Some(window) = windows.get_primary() {
window.scale_factor()
} else {
1.
};
// Computes all text in the local queue
let mut new_queue = Vec::new();
let mut query = text_queries.q1();
for entity in queued_text.entities.drain(..) {
if let Ok((text, mut calculated_size)) = query.get_mut(entity) {
match text_pipeline.queue_text(
entity,
&fonts,
&text.sections,
scale_factor,
text.alignment,
Size::new(f32::MAX, f32::MAX),
&mut *font_atlas_set_storage,
&mut *texture_atlases,
&mut *textures,
) {
Err(TextError::NoSuchFont) => {
// There was an error processing the text layout, let's add this entity to the
// queue for further processing
new_queue.push(entity);
}
Err(e @ TextError::FailedToAddGlyph(_)) => {
panic!("Fatal error when processing text: {}.", e);
}
Ok(()) => {
let text_layout_info = text_pipeline.get_glyphs(&entity).expect(
"Failed to get glyphs from the pipeline that have just been computed",
);
calculated_size.size = Size {
width: scale_value(text_layout_info.size.width, 1. / scale_factor),
height: scale_value(text_layout_info.size.height, 1. / scale_factor),
};
}
}
}
}
queued_text.entities = new_queue;
}
pub fn scale_value(value: f32, factor: f64) -> f32 {
(value as f64 * factor) as f32
}