bevy/crates/bevy_sprite/src/lib.rs
Lucas Rocha b1ed28e17e Hide re-exported docs (#1985)
Solves #1957 

Co-authored-by: caelumLaron <caelum.laron@gmail.com>
2021-04-27 18:29:33 +00:00

127 lines
3.8 KiB
Rust

pub mod collide_aabb;
pub mod entity;
mod color_material;
mod dynamic_texture_atlas_builder;
mod frustum_culling;
mod rect;
mod render;
mod sprite;
mod texture_atlas;
mod texture_atlas_builder;
pub mod prelude {
#[doc(hidden)]
pub use crate::{
entity::{SpriteBundle, SpriteSheetBundle},
ColorMaterial, Sprite, SpriteResizeMode, TextureAtlas, TextureAtlasSprite,
};
}
pub use color_material::*;
pub use dynamic_texture_atlas_builder::*;
pub use rect::*;
pub use render::*;
pub use sprite::*;
pub use texture_atlas::*;
pub use texture_atlas_builder::*;
use bevy_app::prelude::*;
use bevy_asset::{AddAsset, Assets, Handle, HandleUntyped};
use bevy_ecs::{
component::{ComponentDescriptor, StorageType},
system::IntoSystem,
};
use bevy_math::Vec2;
use bevy_reflect::TypeUuid;
use bevy_render::{
draw::OutsideFrustum,
mesh::{shape, Mesh},
pipeline::PipelineDescriptor,
render_graph::RenderGraph,
shader::{asset_shader_defs_system, Shader},
};
use sprite::sprite_system;
#[derive(Debug, Clone)]
pub struct SpriteSettings {
/// Enable sprite frustum culling.
///
/// # Warning
/// This is currently experimental. It does not work correctly in all cases.
pub frustum_culling_enabled: bool,
}
impl Default for SpriteSettings {
fn default() -> Self {
Self {
frustum_culling_enabled: false,
}
}
}
#[derive(Default)]
pub struct SpritePlugin;
pub const QUAD_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Mesh::TYPE_UUID, 14240461981130137526);
impl Plugin for SpritePlugin {
fn build(&self, app: &mut AppBuilder) {
app.add_asset::<ColorMaterial>()
.add_asset::<TextureAtlas>()
.register_type::<Sprite>()
.register_type::<SpriteResizeMode>()
.add_system_to_stage(CoreStage::PostUpdate, sprite_system.system())
.add_system_to_stage(
CoreStage::PostUpdate,
material_texture_detection_system.system(),
)
.add_system_to_stage(
CoreStage::PostUpdate,
asset_shader_defs_system::<ColorMaterial>.system(),
);
let sprite_settings = app
.world_mut()
.get_resource_or_insert_with(SpriteSettings::default)
.clone();
if sprite_settings.frustum_culling_enabled {
app.add_system_to_stage(
CoreStage::PostUpdate,
frustum_culling::sprite_frustum_culling_system.system(),
)
.add_system_to_stage(
CoreStage::PostUpdate,
frustum_culling::atlas_frustum_culling_system.system(),
);
}
let world = app.world_mut();
world
.register_component(ComponentDescriptor::new::<OutsideFrustum>(
StorageType::SparseSet,
))
.unwrap();
let world_cell = world.cell();
let mut render_graph = world_cell.get_resource_mut::<RenderGraph>().unwrap();
let mut pipelines = world_cell
.get_resource_mut::<Assets<PipelineDescriptor>>()
.unwrap();
let mut shaders = world_cell.get_resource_mut::<Assets<Shader>>().unwrap();
crate::render::add_sprite_graph(&mut render_graph, &mut pipelines, &mut shaders);
let mut meshes = world_cell.get_resource_mut::<Assets<Mesh>>().unwrap();
let mut color_materials = world_cell
.get_resource_mut::<Assets<ColorMaterial>>()
.unwrap();
color_materials.set_untracked(Handle::<ColorMaterial>::default(), ColorMaterial::default());
meshes.set_untracked(
QUAD_HANDLE,
// Use a flipped quad because the camera is facing "forward" but quads should face
// backward
Mesh::from(shape::Quad::new(Vec2::new(1.0, 1.0))),
)
}
}