2020-05-30 19:31:04 +00:00
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mod color_material;
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2020-06-15 19:47:35 +00:00
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mod dynamic_texture_atlas_builder;
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2020-05-30 19:31:04 +00:00
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pub mod entity;
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2020-06-27 04:40:09 +00:00
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pub mod collide_aabb;
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2020-06-02 02:23:11 +00:00
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mod rect;
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2020-05-30 19:31:04 +00:00
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mod render;
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mod sprite;
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2020-06-06 07:12:38 +00:00
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mod texture_atlas;
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mod texture_atlas_builder;
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2020-05-30 19:31:04 +00:00
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pub use color_material::*;
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2020-06-15 19:47:35 +00:00
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pub use dynamic_texture_atlas_builder::*;
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2020-06-02 02:23:11 +00:00
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pub use rect::*;
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2020-05-30 19:31:04 +00:00
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pub use render::*;
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pub use sprite::*;
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2020-06-06 07:12:38 +00:00
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pub use texture_atlas::*;
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pub use texture_atlas_builder::*;
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2020-05-30 19:31:04 +00:00
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use bevy_app::{stage, AppBuilder, AppPlugin};
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use bevy_asset::{AddAsset, Assets, Handle};
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use bevy_render::{
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2020-06-01 06:39:20 +00:00
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mesh::{shape, Mesh},
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2020-05-30 19:31:04 +00:00
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render_graph::RenderGraph,
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2020-06-22 00:43:36 +00:00
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shader::asset_shader_defs_system,
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2020-05-30 19:31:04 +00:00
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};
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2020-07-10 04:18:35 +00:00
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use bevy_ecs::IntoQuerySystem;
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2020-05-30 19:31:04 +00:00
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use glam::Vec2;
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use sprite::sprite_system;
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#[derive(Default)]
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pub struct SpritePlugin;
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pub const QUAD_HANDLE: Handle<Mesh> = Handle::from_u128(142404619811301375266013514540294236421);
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impl AppPlugin for SpritePlugin {
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fn build(&self, app: &mut AppBuilder) {
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app.add_asset::<ColorMaterial>()
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2020-06-06 07:12:38 +00:00
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.add_asset::<TextureAtlas>()
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2020-07-10 04:18:35 +00:00
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.add_system_to_stage(stage::POST_UPDATE, sprite_system.system())
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2020-05-30 19:31:04 +00:00
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.add_system_to_stage(
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stage::POST_UPDATE,
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2020-06-22 00:43:36 +00:00
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asset_shader_defs_system::<ColorMaterial>.system(),
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2020-05-30 19:31:04 +00:00
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);
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let resources = app.resources();
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let mut render_graph = resources.get_mut::<RenderGraph>().unwrap();
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render_graph.add_sprite_graph(resources);
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let mut meshes = resources.get_mut::<Assets<Mesh>>().unwrap();
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meshes.set(
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QUAD_HANDLE,
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2020-06-24 22:29:10 +00:00
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// Use a flipped quad because the camera is facing "forward" but quads should face backward
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Mesh::from(shape::Quad::flipped(Vec2::new(1.0, 1.0))),
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2020-05-30 19:31:04 +00:00
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);
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let mut color_materials = resources.get_mut::<Assets<ColorMaterial>>().unwrap();
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color_materials.add_default(ColorMaterial::default());
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}
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}
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