# Objective Continue migration of bevy APIs to required components, following guidance of https://hackmd.io/@bevy/required_components/ ## Solution - Make `Sprite` require `Transform` and `Visibility` and `SyncToRenderWorld` - move image and texture atlas handles into `Sprite` - deprecate `SpriteBundle` - remove engine uses of `SpriteBundle` ## Testing ran cargo tests on bevy_sprite and tested several sprite examples. --- ## Migration Guide Replace all uses of `SpriteBundle` with `Sprite`. There are several new convenience constructors: `Sprite::from_image`, `Sprite::from_atlas_image`, `Sprite::from_color`. WARNING: use of `Handle<Image>` and `TextureAtlas` as components on sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead. I would have removed the `Component` impls from `TextureAtlas` and `Handle<Image>` except it is still used within ui. We should fix this moving forward with the migration.
		
			
				
	
	
		
			130 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			130 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Example of how to draw to a texture from the CPU.
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//!
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//! You can set the values of individual pixels to whatever you want.
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//! Bevy provides user-friendly APIs that work with [`Color`](bevy::color::Color)
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//! values and automatically perform any necessary conversions and encoding
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//! into the texture's native pixel format.
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use bevy::color::{color_difference::EuclideanDistance, palettes::css};
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use bevy::prelude::*;
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use bevy::render::{
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    render_asset::RenderAssetUsages,
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    render_resource::{Extent3d, TextureDimension, TextureFormat},
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};
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use rand::Rng;
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const IMAGE_WIDTH: u32 = 256;
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const IMAGE_HEIGHT: u32 = 256;
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        // In this example, we will use a fixed timestep to draw a pattern on the screen
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        // one pixel at a time, so the pattern will gradually emerge over time, and
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        // the speed at which it appears is not tied to the framerate.
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        // Let's make the fixed update very fast, so it doesn't take too long. :)
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        .insert_resource(Time::<Fixed>::from_hz(1024.0))
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        .add_systems(Startup, setup)
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        .add_systems(FixedUpdate, draw)
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        .run();
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}
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/// Store the image handle that we will draw to, here.
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#[derive(Resource)]
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struct MyProcGenImage(Handle<Image>);
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fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
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    // spawn a camera
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    commands.spawn(Camera2d);
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    // create an image that we are going to draw into
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    let mut image = Image::new_fill(
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        // 2D image of size 256x256
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        Extent3d {
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            width: IMAGE_WIDTH,
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            height: IMAGE_HEIGHT,
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            depth_or_array_layers: 1,
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        },
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        TextureDimension::D2,
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        // Initialize it with a beige color
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        &(css::BEIGE.to_u8_array()),
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        // Use the same encoding as the color we set
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        TextureFormat::Rgba8UnormSrgb,
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        RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
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    );
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    // to make it extra fancy, we can set the Alpha of each pixel
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    // so that it fades out in a circular fashion
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    for y in 0..IMAGE_HEIGHT {
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        for x in 0..IMAGE_WIDTH {
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            let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
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            let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
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            let r = Vec2::new(x as f32, y as f32).distance(center);
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            let a = 1.0 - (r / max_radius).clamp(0.0, 1.0);
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            // here we will set the A value by accessing the raw data bytes
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            // (it is the 4th byte of each pixel, as per our `TextureFormat`)
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            // find our pixel by its coordinates
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            let pixel_bytes = image.pixel_bytes_mut(UVec3::new(x, y, 0)).unwrap();
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            // convert our f32 to u8
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            pixel_bytes[3] = (a * u8::MAX as f32) as u8;
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        }
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    }
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    // add it to Bevy's assets, so it can be used for rendering
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    // this will give us a handle we can use
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    // (to display it in a sprite, or as part of UI, etc.)
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    let handle = images.add(image);
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    // create a sprite entity using our image
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    commands.spawn(Sprite::from_image(handle.clone()));
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    commands.insert_resource(MyProcGenImage(handle));
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}
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/// Every fixed update tick, draw one more pixel to make a spiral pattern
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fn draw(
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    my_handle: Res<MyProcGenImage>,
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    mut images: ResMut<Assets<Image>>,
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    // used to keep track of where we are
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    mut i: Local<u32>,
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    mut draw_color: Local<Color>,
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) {
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    let mut rng = rand::thread_rng();
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    if *i == 0 {
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        // Generate a random color on first run.
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        *draw_color = Color::linear_rgb(rng.gen(), rng.gen(), rng.gen());
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    }
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    // Get the image from Bevy's asset storage.
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    let image = images.get_mut(&my_handle.0).expect("Image not found");
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    // Compute the position of the pixel to draw.
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    let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
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    let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
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    let rot_speed = 0.0123;
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    let period = 0.12345;
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    let r = ops::sin(*i as f32 * period) * max_radius;
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    let xy = Vec2::from_angle(*i as f32 * rot_speed) * r + center;
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    let (x, y) = (xy.x as u32, xy.y as u32);
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    // Get the old color of that pixel.
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    let old_color = image.get_color_at(x, y).unwrap();
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    // If the old color is our current color, change our drawing color.
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    let tolerance = 1.0 / 255.0;
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    if old_color.distance(&draw_color) <= tolerance {
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        *draw_color = Color::linear_rgb(rng.gen(), rng.gen(), rng.gen());
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    }
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    // Set the new color, but keep old alpha value from image.
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    image
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        .set_color_at(x, y, draw_color.with_alpha(old_color.alpha()))
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        .unwrap();
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    *i += 1;
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}
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