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			> Follow up to #10588 > Closes #11749 (Supersedes #11756) Enable Texture slicing for the following UI nodes: - `ImageBundle` - `ButtonBundle` <img width="739" alt="Screenshot 2024-01-29 at 13 57 43" src="https://github.com/bevyengine/bevy/assets/26703856/37675681-74eb-4689-ab42-024310cf3134"> I also added a collection of `fantazy-ui-borders` from [Kenney's](www.kenney.nl) assets, with the appropriate license (CC). If it's a problem I can use the same textures as the `sprite_slice` example # Work done Added the `ImageScaleMode` component to the targetted bundles, most of the logic is directly reused from `bevy_sprite`. The only additional internal component is the UI specific `ComputedSlices`, which does the same thing as its spritee equivalent but adapted to UI code. Again the slicing is not compatible with `TextureAtlas`, it's something I need to tackle more deeply in the future # Fixes * [x] I noticed that `TextureSlicer::compute_slices` could infinitely loop if the border was larger that the image half extents, now an error is triggered and the texture will fallback to being stretched * [x] I noticed that when using small textures with very small *tiling* options we could generate hundred of thousands of slices. Now I set a minimum size of 1 pixel per slice, which is already ridiculously small, and a warning will be sent at runtime when slice count goes above 1000 * [x] Sprite slicing with `flip_x` or `flip_y` would give incorrect results, correct flipping is now supported to both sprites and ui image nodes thanks to @odecay observation # GPU Alternative I create a separate branch attempting to implementing 9 slicing and tiling directly through the `ui.wgsl` fragment shader. It works but requires sending more data to the GPU: - slice border - tiling factors And more importantly, the actual quad *scale* which is hard to put in the shader with the current code, so that would be for a later iteration
		
			
				
	
	
		
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			37 lines
		
	
	
		
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| # Bevy Credits
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| 
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| ## Adapted Code
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| 
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| * hecs
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| * legion_transform
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| * wgpu-rs examples
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| * yaks: ArchetypeSet, borrowed some ideas from their scheduler implementation
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| 
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| ## Inspiration
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| 
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| * game engines: amethyst, coffee
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| * ecs: legion, shipyard, yaks
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| 
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| ## Assets
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| 
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| * Generic RPG Pack (CC0 license) by [Bakudas](https://twitter.com/bakudas) and [Gabe Fern](https://twitter.com/_Gabrielfer)
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| * Environment maps (`.hdr` files) from [HDRIHaven](https://hdrihaven.com) (CC0 license)
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| * Alien from [Kenney's Space Kit](https://www.kenney.nl/assets/space-kit) (CC0 1.0 Universal)
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| * Cake from [Kenney's Food Kit](https://www.kenney.nl/assets/food-kit) (CC0 1.0 Universal)
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| * Ground tile from [Kenney's Tower Defense Kit](https://www.kenney.nl/assets/tower-defense-kit) (CC0 1.0 Universal)
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| * Game icons from [Kenney's Game Icons](https://www.kenney.nl/assets/game-icons) (CC0 1.0 Universal)
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| * Space ships from [Kenny's Simple Space Kit](https://www.kenney.nl/assets/simple-space) (CC0 1.0 Universal)
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| * UI borders from [Kenny's Fantasy UI Borders Kit](https://kenney.nl/assets/fantasy-ui-borders) (CC0 1.0 Universal)
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| * glTF animated fox from [glTF Sample Models][fox]
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|   * Low poly fox [by PixelMannen] (CC0 1.0 Universal)
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|   * Rigging and animation [by @tomkranis on Sketchfab] ([CC-BY 4.0])
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| * FiraMono by The Mozilla Foundation and Telefonica S.A (SIL Open Font License, Version 1.1: assets/fonts/FiraMono-LICENSE)
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| * Barycentric from [mk_bary_gltf](https://github.com/komadori/mk_bary_gltf) (MIT OR Apache-2.0)
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| * `MorphStressTest.gltf`, [MorphStressTest] ([CC-BY 4.0] by Analytical Graphics, Inc, Model and textures by Ed Mackey)
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| 
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| [MorphStressTest]: https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/MorphStressTest
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| [fox]: https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/Fox
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| [by PixelMannen]: https://opengameart.org/content/fox-and-shiba
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| [by @tomkranis on Sketchfab]: https://sketchfab.com/models/371dea88d7e04a76af5763f2a36866bc
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| [CC-BY 4.0]: https://creativecommons.org/licenses/by/4.0/
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