111 lines
3.5 KiB
Rust
111 lines
3.5 KiB
Rust
use crate::{
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render::SPRITE_PIPELINE_HANDLE, sprite::Sprite, ColorMaterial, TextureAtlas,
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TextureAtlasSprite, QUAD_HANDLE, SPRITE_SHEET_PIPELINE_HANDLE,
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};
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use bevy_asset::Handle;
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use bevy_ecs::Bundle;
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use bevy_render::{
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draw::Draw,
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mesh::Mesh,
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pipeline::{DynamicBinding, PipelineSpecialization, RenderPipeline, RenderPipelines},
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};
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use bevy_transform::prelude::{Rotation, Scale, Transform, Translation};
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#[derive(Bundle)]
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pub struct SpriteComponents {
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pub sprite: Sprite,
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pub mesh: Handle<Mesh>, // TODO: maybe abstract this out
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pub material: Handle<ColorMaterial>,
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pub draw: Draw,
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pub render_pipelines: RenderPipelines,
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pub transform: Transform,
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pub translation: Translation,
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pub rotation: Rotation,
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pub scale: Scale,
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}
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impl Default for SpriteComponents {
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fn default() -> Self {
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Self {
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mesh: QUAD_HANDLE,
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render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
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SPRITE_PIPELINE_HANDLE,
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PipelineSpecialization {
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dynamic_bindings: vec![
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// Transform
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DynamicBinding {
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bind_group: 2,
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binding: 0,
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},
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// Sprite
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DynamicBinding {
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bind_group: 2,
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binding: 1,
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},
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],
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..Default::default()
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},
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)]),
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draw: Draw {
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is_transparent: true,
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..Default::default()
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},
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sprite: Default::default(),
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material: Default::default(),
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transform: Default::default(),
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translation: Default::default(),
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rotation: Default::default(),
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scale: Default::default(),
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}
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}
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}
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#[derive(Bundle)]
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pub struct SpriteSheetComponents {
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pub sprite: TextureAtlasSprite,
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pub texture_atlas: Handle<TextureAtlas>,
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pub draw: Draw,
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pub render_pipelines: RenderPipelines,
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pub mesh: Handle<Mesh>, // TODO: maybe abstract this out
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pub transform: Transform,
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pub translation: Translation,
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pub rotation: Rotation,
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pub scale: Scale,
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}
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impl Default for SpriteSheetComponents {
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fn default() -> Self {
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Self {
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render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
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SPRITE_SHEET_PIPELINE_HANDLE,
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PipelineSpecialization {
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dynamic_bindings: vec![
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// Transform
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DynamicBinding {
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bind_group: 2,
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binding: 0,
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},
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// TextureAtlasSprite
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DynamicBinding {
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bind_group: 2,
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binding: 1,
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},
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],
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..Default::default()
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},
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)]),
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draw: Draw {
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is_transparent: true,
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..Default::default()
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},
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mesh: QUAD_HANDLE,
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sprite: Default::default(),
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texture_atlas: Default::default(),
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transform: Default::default(),
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translation: Default::default(),
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rotation: Default::default(),
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scale: Default::default(),
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}
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}
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}
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