 40640fdf42
			
		
	
	
		40640fdf42
		
			
		
	
	
	
	
		
			
			# Objective Fixes #15940 ## Solution Remove the `pub use` and fix the compile errors. Make `bevy_image` available as `bevy::image`. ## Testing Feature Frenzy would be good here! Maybe I'll learn how to use it if I have some time this weekend, or maybe a reviewer can use it. ## Migration Guide Use `bevy_image` instead of `bevy_render::texture` items. --------- Co-authored-by: chompaa <antony.m.3012@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			138 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			138 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to modify texture assets after spawning.
 | |
| 
 | |
| use bevy::{
 | |
|     image::ImageLoaderSettings, input::common_conditions::input_just_pressed, prelude::*,
 | |
|     render::render_asset::RenderAssetUsages,
 | |
| };
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_systems(Startup, (setup, spawn_text))
 | |
|         .add_systems(
 | |
|             Update,
 | |
|             alter_handle.run_if(input_just_pressed(KeyCode::Space)),
 | |
|         )
 | |
|         .add_systems(
 | |
|             Update,
 | |
|             alter_asset.run_if(input_just_pressed(KeyCode::Enter)),
 | |
|         )
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| #[derive(Component, Debug)]
 | |
| enum Bird {
 | |
|     Normal,
 | |
|     Logo,
 | |
| }
 | |
| 
 | |
| impl Bird {
 | |
|     fn get_texture_path(&self) -> String {
 | |
|         match self {
 | |
|             Bird::Normal => "branding/bevy_bird_dark.png".into(),
 | |
|             Bird::Logo => "branding/bevy_logo_dark.png".into(),
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     fn set_next_variant(&mut self) {
 | |
|         *self = match self {
 | |
|             Bird::Normal => Bird::Logo,
 | |
|             Bird::Logo => Bird::Normal,
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| #[derive(Component, Debug)]
 | |
| struct Left;
 | |
| 
 | |
| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
 | |
|     let bird_left = Bird::Normal;
 | |
|     let bird_right = Bird::Normal;
 | |
|     commands.spawn(Camera2d);
 | |
| 
 | |
|     let texture_left = asset_server.load_with_settings(
 | |
|         bird_left.get_texture_path(),
 | |
|         // `RenderAssetUsages::all()` is already the default, so the line below could be omitted.
 | |
|         // It's helpful to know it exists, however.
 | |
|         //
 | |
|         // `RenderAssetUsages` tell Bevy whether to keep the data around:
 | |
|         //   - for the GPU (`RenderAssetUsages::RENDER_WORLD`),
 | |
|         //   - for the CPU (`RenderAssetUsages::MAIN_WORLD`),
 | |
|         //   - or both.
 | |
|         // `RENDER_WORLD` is necessary to render the image, `MAIN_WORLD` is necessary to inspect
 | |
|         // and modify the image (via `ResMut<Assets<Image>>`).
 | |
|         //
 | |
|         // Since most games will not need to modify textures at runtime, many developers opt to pass
 | |
|         // only `RENDER_WORLD`. This is more memory efficient, as we don't need to keep the image in
 | |
|         // RAM. For this example however, this would not work, as we need to inspect and modify the
 | |
|         // image at runtime.
 | |
|         |settings: &mut ImageLoaderSettings| settings.asset_usage = RenderAssetUsages::all(),
 | |
|     );
 | |
| 
 | |
|     commands.spawn((
 | |
|         Name::new("Bird Left"),
 | |
|         // This marker component ensures we can easily find either of the Birds by using With and
 | |
|         // Without query filters.
 | |
|         Left,
 | |
|         Sprite::from_image(texture_left),
 | |
|         Transform::from_xyz(-200.0, 0.0, 0.0),
 | |
|         bird_left,
 | |
|     ));
 | |
| 
 | |
|     commands.spawn((
 | |
|         Name::new("Bird Right"),
 | |
|         // In contrast to the above, here we rely on the default `RenderAssetUsages` loader setting
 | |
|         Sprite::from_image(asset_server.load(bird_right.get_texture_path())),
 | |
|         Transform::from_xyz(200.0, 0.0, 0.0),
 | |
|         bird_right,
 | |
|     ));
 | |
| }
 | |
| 
 | |
| fn spawn_text(mut commands: Commands) {
 | |
|     commands.spawn((
 | |
|         Name::new("Instructions"),
 | |
|         Text::new(
 | |
|             "Space: swap the right sprite's image handle\n\
 | |
|             Return: modify the image Asset of the left sprite, affecting all uses of it",
 | |
|         ),
 | |
|         Node {
 | |
|             position_type: PositionType::Absolute,
 | |
|             top: Val::Px(12.),
 | |
|             left: Val::Px(12.),
 | |
|             ..default()
 | |
|         },
 | |
|     ));
 | |
| }
 | |
| 
 | |
| fn alter_handle(
 | |
|     asset_server: Res<AssetServer>,
 | |
|     right_bird: Single<(&mut Bird, &mut Sprite), Without<Left>>,
 | |
| ) {
 | |
|     // Image handles, like other parts of the ECS, can be queried as mutable and modified at
 | |
|     // runtime. We only spawned one bird without the `Left` marker component.
 | |
|     let (mut bird, mut sprite) = right_bird.into_inner();
 | |
| 
 | |
|     // Switch to a new Bird variant
 | |
|     bird.set_next_variant();
 | |
| 
 | |
|     // Modify the handle associated with the Bird on the right side. Note that we will only
 | |
|     // have to load the same path from storage media once: repeated attempts will re-use the
 | |
|     // asset.
 | |
|     sprite.image = asset_server.load(bird.get_texture_path());
 | |
| }
 | |
| 
 | |
| fn alter_asset(mut images: ResMut<Assets<Image>>, left_bird: Single<&Sprite, With<Left>>) {
 | |
|     // Obtain a mutable reference to the Image asset.
 | |
|     let Some(image) = images.get_mut(&left_bird.image) else {
 | |
|         return;
 | |
|     };
 | |
| 
 | |
|     for pixel in &mut image.data {
 | |
|         // Directly modify the asset data, which will affect all users of this asset. By
 | |
|         // contrast, mutating the handle (as we did above) affects only one copy. In this case,
 | |
|         // we'll just invert the colors, by way of demonstration. Notice that both uses of the
 | |
|         // asset show the change, not just the one on the left.
 | |
|         *pixel = 255 - *pixel;
 | |
|     }
 | |
| }
 |