
# Objective An attempt to start building a base for first-party tilemaps (#13782). The objective is to create a very simple tilemap chunk rendering plugin that can be used as a building block for 3rd-party tilemap crates, and eventually a first-party tilemap implementation. ## Solution - Introduces two user-facing components, `TilemapChunk` and `TilemapChunkIndices`, and a new material `TilemapChunkMaterial`. - `TilemapChunk` holds the chunk and tile sizes, and the tileset image - The tileset image is expected to be a layered image for use with `texture_2d_array`, with the assumption that atlases or multiple images would go through an asset loader/processor. Not sure if that should be part of this PR or not.. - `TilemapChunkIndices` holds a 1d representation of all of the tile's Option<u32> index into the tileset image. - Indices are fixed to the size of tiles in a chunk (though maybe this should just be an assertion instead?) - Indices are cloned and sent to the shader through a u32 texture. ## Testing - Initial testing done with the `tilemap_chunk` example, though I need to include some way to update indices as part of it. - Tested wasm with webgl2 and webgpu - I'm thinking it would probably be good to do some basic perf testing. --- ## Showcase ```rust let chunk_size = UVec2::splat(64); let tile_size = UVec2::splat(16); let indices: Vec<Option<u32>> = (0..chunk_size.x * chunk_size.y) .map(|_| rng.gen_range(0..5)) .map(|i| if i == 0 { None } else { Some(i - 1) }) .collect(); commands.spawn(( TilemapChunk { chunk_size, tile_size, tileset, }, TilemapChunkIndices(indices), )); ``` 
26 lines
779 B
Markdown
26 lines
779 B
Markdown
---
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title: Tilemap Chunk Rendering
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authors: ["@ConnerPetzold", "@grind086", "@IceSentry"]
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pull_requests: [18866]
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---
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A performant way to render tilemap chunks has been added as the first building block to Bevy's tilemap support. You can render a chunk by supplying a tileset texture to the `TilemapChunk` component and the indices into that tileset for each tile to `TilemapChunkIndices`.
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```rust
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let chunk_size = UVec2::splat(64);
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let tile_size = UVec2::splat(16);
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let indices: Vec<Option<u32>> = (0..chunk_size.x * chunk_size.y)
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.map(|_| rng.gen_range(0..5))
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.map(|i| if i == 0 { None } else { Some(i - 1) })
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.collect();
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commands.spawn((
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TilemapChunk {
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chunk_size,
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tile_size,
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tileset,
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},
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TilemapChunkIndices(indices),
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));
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```
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