add texture atlases

This commit is contained in:
Carter Anderson 2020-06-06 00:12:38 -07:00
parent ffc4246a74
commit 2705e5cbb4
16 changed files with 242 additions and 57 deletions

View file

@ -64,6 +64,10 @@ path = "examples/2d/sprite.rs"
name = "sprite_sheet"
path = "examples/2d/sprite_sheet.rs"
[[example]]
name = "texture_atlas"
path = "examples/2d/texture_atlas.rs"
[[example]]
name = "load_model"
path = "examples/3d/load_model.rs"

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@ -46,6 +46,7 @@ fn get_primitive_topology(mode: Mode) -> Result<PrimitiveTopology, GltfError> {
}
}
// TODO: this should return a scene
pub fn load_gltf(asset_path: &Path, bytes: Vec<u8>) -> Result<Mesh, GltfError> {
let gltf = gltf::Gltf::from_slice(&bytes)?;
let buffer_data = load_buffers(gltf.buffers(), asset_path)?;

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@ -36,6 +36,7 @@ impl Default for PerspectiveProjection {
}
}
// TODO: make this a component instead of a property
#[derive(Debug, Clone, Property, Serialize, Deserialize)]
pub enum WindowOrigin {
Center,

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@ -91,7 +91,10 @@ impl AppPlugin for RenderPlugin {
.init_resource::<EntityRenderResourceAssignments>()
.init_resource::<EntitiesWaitingForAssets>()
.init_resource::<TextureResourceSystemState>()
.add_system(entity_render_resource_assignments_system())
.add_system_to_stage(
bevy_app::stage::POST_UPDATE,
entity_render_resource_assignments_system(),
)
.init_system_to_stage(
bevy_app::stage::POST_UPDATE,
camera::camera_system::<OrthographicProjection>,

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@ -14,5 +14,7 @@ bevy_type_registry = { path = "../bevy_type_registry" }
bevy_derive = { path = "../bevy_derive" }
bevy_render = { path = "../bevy_render" }
bevy_transform = { path = "../bevy_transform" }
legion = { path = "../bevy_legion", features = ["serialize"] }
glam = "0.8.7"
legion = { path = "../bevy_legion", features = ["serialize"] }
guillotiere = "0.5.2"

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@ -1,6 +1,6 @@
use crate::{
render::SPRITE_PIPELINE_HANDLE, sprite::Sprite, ColorMaterial, Quad, SpriteSheet,
SpriteSheetSprite, QUAD_HANDLE, SPRITE_SHEET_PIPELINE_HANDLE,
render::SPRITE_PIPELINE_HANDLE, sprite::Sprite, ColorMaterial, Quad, TextureAtlas,
TextureAtlasSprite, QUAD_HANDLE, SPRITE_SHEET_PIPELINE_HANDLE,
};
use bevy_asset::Handle;
use bevy_derive::EntityArchetype;
@ -32,8 +32,8 @@ impl Default for SpriteEntity {
#[derive(EntityArchetype)]
pub struct SpriteSheetEntity {
pub sprite: SpriteSheetSprite,
pub sprite_sheet: Handle<SpriteSheet>,
pub sprite: TextureAtlasSprite,
pub texture_atlas: Handle<TextureAtlas>,
pub renderable: Renderable,
pub mesh: Handle<Mesh>, // TODO: maybe abstract this out
// pub local_to_world: LocalToWorld,
@ -46,7 +46,7 @@ impl Default for SpriteSheetEntity {
fn default() -> Self {
Self {
sprite: Default::default(),
sprite_sheet: Default::default(),
texture_atlas: Default::default(),
renderable: Renderable {
pipelines: vec![SPRITE_SHEET_PIPELINE_HANDLE],
..Default::default()

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@ -4,14 +4,16 @@ mod quad;
mod rect;
mod render;
mod sprite;
mod sprite_sheet;
mod texture_atlas;
mod texture_atlas_builder;
pub use color_material::*;
pub use quad::*;
pub use rect::*;
pub use render::*;
pub use sprite::*;
pub use sprite_sheet::*;
pub use texture_atlas::*;
pub use texture_atlas_builder::*;
use bevy_app::{stage, AppBuilder, AppPlugin};
use bevy_asset::{AddAsset, Assets, Handle};
@ -32,7 +34,7 @@ pub const QUAD_HANDLE: Handle<Mesh> = Handle::from_u128(142404619811301375266013
impl AppPlugin for SpritePlugin {
fn build(&self, app: &mut AppBuilder) {
app.add_asset::<ColorMaterial>()
.add_asset::<SpriteSheet>()
.add_asset::<TextureAtlas>()
.add_system_to_stage(stage::POST_UPDATE, sprite_system())
.add_system_to_stage(
stage::POST_UPDATE,

View file

@ -1,4 +1,4 @@
use crate::{ColorMaterial, Quad, SpriteSheet, SpriteSheetSprite};
use crate::{ColorMaterial, Quad, TextureAtlas, TextureAtlasSprite};
use bevy_asset::{Assets, Handle};
use bevy_render::{
base_render_graph,
@ -135,12 +135,12 @@ impl SpriteRenderGraphBuilder for RenderGraph {
self.add_system_node(
node::SPRITE_SHEET,
AssetUniformNode::<SpriteSheet>::new(false),
AssetUniformNode::<TextureAtlas>::new(false),
);
self.add_system_node(
node::SPRITE_SHEET_SPRITE,
UniformNode::<SpriteSheetSprite>::new(true),
UniformNode::<TextureAtlasSprite>::new(true),
);
let mut pipelines = resources.get_mut::<Assets<PipelineDescriptor>>().unwrap();

View file

@ -4,11 +4,11 @@ layout(location = 0) in vec2 v_Uv;
layout(location = 0) out vec4 o_Target;
layout(set = 1, binding = 2) uniform texture2D SpriteSheet_texture;
layout(set = 1, binding = 3) uniform sampler SpriteSheet_texture_sampler;
layout(set = 1, binding = 2) uniform texture2D TextureAtlas_texture;
layout(set = 1, binding = 3) uniform sampler TextureAtlas_texture_sampler;
void main() {
o_Target = texture(
sampler2D(SpriteSheet_texture, SpriteSheet_texture_sampler),
sampler2D(TextureAtlas_texture, TextureAtlas_texture_sampler),
v_Uv);
}

View file

@ -4,11 +4,6 @@ layout(location = 0) in vec3 Vertex_Position;
layout(location = 1) in vec3 Vertex_Normal;
layout(location = 2) in vec2 Vertex_Uv;
// TODO: uncomment when instancing is implemented
// sprite
// layout(location = 0) in vec3 Sprite_Position;
// layout(location = 1) in int Sprite_Index;
layout(location = 0) out vec2 v_Uv;
layout(set = 0, binding = 0) uniform Camera2d {
@ -16,7 +11,7 @@ layout(set = 0, binding = 0) uniform Camera2d {
};
// TODO: merge dimensions into "sprites" buffer when that is supported in the Uniforms derive abstraction
layout(set = 1, binding = 0) uniform SpriteSheet_dimensions {
layout(set = 1, binding = 0) uniform TextureAtlas_dimensions {
vec2 Dimensions;
};
@ -25,21 +20,21 @@ struct Rect {
vec2 end;
};
layout(set = 1, binding = 1) buffer SpriteSheet_sprites {
Rect[] Sprites;
layout(set = 1, binding = 1) buffer TextureAtlas_textures {
Rect[] Textures;
};
layout(set = 2, binding = 0) uniform SpriteSheetSprite {
vec3 SpriteSheetSprite_position;
float SpriteSheetSprite_scale;
uint SpriteSheetSprite_index;
layout(set = 2, binding = 0) uniform TextureAtlasSprite {
vec3 TextureAtlasSprite_position;
float TextureAtlasSprite_scale;
uint TextureAtlasSprite_index;
};
void main() {
Rect sprite_rect = Sprites[SpriteSheetSprite_index];
Rect sprite_rect = Textures[TextureAtlasSprite_index];
vec2 sprite_dimensions = sprite_rect.end - sprite_rect.begin;
vec3 vertex_position = vec3(Vertex_Position.xy * sprite_dimensions * SpriteSheetSprite_scale, 0.0) + SpriteSheetSprite_position;
vec3 vertex_position = vec3(Vertex_Position.xy * sprite_dimensions * TextureAtlasSprite_scale, 0.0) + TextureAtlasSprite_position;
vec2 uvs[4] = vec2[](
vec2(sprite_rect.begin.x, sprite_rect.end.y),
sprite_rect.begin,

View file

@ -3,50 +3,60 @@ use bevy_asset::Handle;
use bevy_derive::{Bytes, Uniform, Uniforms};
use bevy_render::texture::Texture;
use glam::{Vec2, Vec3};
use std::collections::HashMap;
#[derive(Uniforms)]
pub struct SpriteSheet {
pub struct TextureAtlas {
pub texture: Handle<Texture>,
// TODO: add support to Uniforms derive to write dimensions and sprites to the same buffer
pub dimensions: Vec2,
#[uniform(buffer)]
pub sprites: Vec<Rect>,
pub textures: Vec<Rect>,
#[uniform(ignore)]
pub texture_handles: Option<HashMap<Handle<Texture>, usize>>,
}
// NOTE: cannot do `unsafe impl Byteable` here because Vec3 takes up the space of a Vec4. If/when glam changes this we can swap out
// Bytes for Byteable as a micro-optimization. https://github.com/bitshifter/glam-rs/issues/36
#[derive(Uniform, Bytes, Default)]
pub struct SpriteSheetSprite {
pub struct TextureAtlasSprite {
pub position: Vec3,
pub scale: f32,
pub index: u32,
}
impl SpriteSheet {
impl TextureAtlas {
pub fn from_grid(
texture: Handle<Texture>,
size: Vec2,
columns: usize,
rows: usize,
) -> SpriteSheet {
let sprite_width = size.x() / columns as f32;
let sprite_height = size.y() / rows as f32;
) -> TextureAtlas {
let texture_width = size.x() / columns as f32;
let texture_height = size.y() / rows as f32;
let mut sprites = Vec::new();
for y in 0..rows {
for x in 0..columns {
sprites.push(Rect {
min: Vec2::new(x as f32 * sprite_width, y as f32 * sprite_height),
min: Vec2::new(x as f32 * texture_width, y as f32 * texture_height),
max: Vec2::new(
(x + 1) as f32 * sprite_width,
(y + 1) as f32 * sprite_height,
(x + 1) as f32 * texture_width,
(y + 1) as f32 * texture_height,
),
})
}
}
SpriteSheet {
TextureAtlas {
dimensions: size,
sprites,
textures: sprites,
texture,
texture_handles: None,
}
}
pub fn get_texture_index(&self, texture: Handle<Texture>) -> Option<usize> {
self.texture_handles
.as_ref()
.and_then(|texture_handles| texture_handles.get(&texture).cloned())
}
}

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@ -0,0 +1,88 @@
use crate::{TextureAtlas, Rect};
use bevy_asset::{Assets, Handle};
use bevy_render::texture::Texture;
use glam::Vec2;
use guillotiere::{size2, Allocation, AtlasAllocator};
use std::collections::HashMap;
pub struct TextureAtlasBuilder {
pub texture_allocations: Vec<(Handle<Texture>, Allocation)>,
pub atlas_allocator: AtlasAllocator,
pub texture: Texture,
}
impl Default for TextureAtlasBuilder {
fn default() -> Self {
Self::new(Vec2::new(256., 256.))
}
}
const FORMAT_SIZE: usize = 4; // TODO: get this from an actual format type
impl TextureAtlasBuilder {
pub fn new(initial_size: Vec2) -> Self {
let width = initial_size.x() as usize;
let height = initial_size.y() as usize;
Self {
texture_allocations: Default::default(),
atlas_allocator: AtlasAllocator::new(size2(width as i32, height as i32)),
texture: Texture::new(vec![0; width * height * FORMAT_SIZE], initial_size),
}
}
pub fn add_texture(&mut self, texture_handle: Handle<Texture>, texture: &Texture) {
// TODO: resize if allocation fails
let allocation = self
.atlas_allocator
.allocate(size2(texture.size.x() as i32, texture.size.y() as i32))
.unwrap();
let rect = allocation.rectangle;
let atlas_width = self.texture.size.x() as usize;
let rect_width = rect.width() as usize;
for (texture_y, bound_y) in (rect.min.y..rect.max.y).map(|i| i as usize).enumerate() {
let begin = (bound_y * atlas_width + rect.min.x as usize) * FORMAT_SIZE;
let end = begin + rect_width * FORMAT_SIZE;
let texture_begin = texture_y * rect_width * FORMAT_SIZE;
let texture_end = texture_begin + rect_width * FORMAT_SIZE;
self.texture.data[begin..end]
.copy_from_slice(&texture.data[texture_begin..texture_end]);
}
self.texture_allocations.push((texture_handle, allocation));
}
pub fn remove_texture(&mut self, texture_handle: Handle<Texture>) {
if let Some(position) = self.texture_allocations.iter().position(|(handle, _)| *handle == texture_handle) {
let (_, allocation) = self.texture_allocations.remove(position);
self.atlas_allocator.deallocate(allocation.id);
}
}
pub fn finish(self, textures: &mut Assets<Texture>) -> TextureAtlas {
let mut texture_rects = Vec::with_capacity(self.texture_allocations.len());
let mut texture_handles = HashMap::with_capacity(self.texture_allocations.len());
for (index, (handle, allocation)) in self.texture_allocations.iter().enumerate() {
texture_rects.push(allocation.rectangle.into());
texture_handles.insert(*handle, index);
}
TextureAtlas {
dimensions: to_vec2(self.atlas_allocator.size()),
texture: textures.add(self.texture),
textures: texture_rects,
texture_handles: Some(texture_handles),
}
}
}
impl From<guillotiere::Rectangle> for Rect {
fn from(rectangle: guillotiere::Rectangle) -> Self {
Rect {
min: Vec2::new(rectangle.min.x as f32, rectangle.min.y as f32),
max: Vec2::new(rectangle.max.x as f32, rectangle.max.y as f32),
}
}
}
fn to_vec2(size: guillotiere::Size) -> Vec2 {
Vec2::new(size.width as f32, size.height as f32)
}

View file

@ -9,14 +9,14 @@ fn main() {
}
fn animate_sprite_system(
sprite_sheets: Res<Assets<SpriteSheet>>,
texture_atlases: Res<Assets<TextureAtlas>>,
mut timer: ComMut<Timer>,
mut sprite: ComMut<SpriteSheetSprite>,
sprite_sheet_handle: Com<Handle<SpriteSheet>>,
mut sprite: ComMut<TextureAtlasSprite>,
texture_atlas_handle: Com<Handle<TextureAtlas>>,
) {
if timer.finished {
let sprite_sheet = sprite_sheets.get(&sprite_sheet_handle).unwrap();
sprite.index = ((sprite.index as usize + 1) % sprite_sheet.sprites.len()) as u32;
let texture_atlas = texture_atlases.get(&texture_atlas_handle).unwrap();
sprite.index = ((sprite.index as usize + 1) % texture_atlas.textures.len()) as u32;
timer.reset();
}
}
@ -25,21 +25,21 @@ fn setup(
command_buffer: &mut CommandBuffer,
asset_server: Res<AssetServer>,
mut textures: ResMut<Assets<Texture>>,
mut sprite_sheets: ResMut<Assets<SpriteSheet>>,
mut texture_atlases: ResMut<Assets<TextureAtlas>>,
) {
env_logger::init();
let texture_handle = asset_server
.load_sync(&mut textures, "assets/textures/rpg/chars/gabe/gabe-idle-run.png")
.unwrap();
let texture = textures.get(&texture_handle).unwrap();
let sprite_sheet = SpriteSheet::from_grid(texture_handle, texture.size, 7, 1);
let sprite_sheet_handle = sprite_sheets.add(sprite_sheet);
let texture_atlas = TextureAtlas::from_grid(texture_handle, texture.size, 7, 1);
let texture_atlas_handle = texture_atlases.add(texture_atlas);
command_buffer
.build()
.add_entity(OrthographicCameraEntity::default())
.add_entity(SpriteSheetEntity {
sprite_sheet: sprite_sheet_handle,
sprite: SpriteSheetSprite {
texture_atlas: texture_atlas_handle,
sprite: TextureAtlasSprite {
index: 0,
scale: 6.0,
position: Vec3::new(0.0, 0.0, 0.0),

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@ -0,0 +1,79 @@
use bevy::prelude::*;
use bevy_asset::{HandleId, LoadState};
use bevy_sprite::TextureAtlasBuilder;
fn main() {
App::build()
.init_resource::<RpgSpriteHandles>()
.init_resource::<State>()
.add_default_plugins()
.add_startup_system(setup.system())
.add_system(load_atlas.system())
.run();
}
#[derive(Default)]
pub struct RpgSpriteHandles {
handles: Vec<HandleId>,
}
fn setup(
command_buffer: &mut CommandBuffer,
mut rpg_sprite_handles: ResMut<RpgSpriteHandles>,
asset_server: Res<AssetServer>,
) {
rpg_sprite_handles.handles = asset_server
.load_asset_folder("assets/textures/rpg")
.unwrap();
command_buffer
.build()
.add_entity(OrthographicCameraEntity::default());
}
#[derive(Default)]
struct State {
atlas_loaded: bool,
}
fn load_atlas(
command_buffer: &mut CommandBuffer,
mut state: ResMut<State>,
rpg_sprite_handles: Res<RpgSpriteHandles>,
asset_server: Res<AssetServer>,
mut texture_atlases: ResMut<Assets<TextureAtlas>>,
mut textures: ResMut<Assets<Texture>>,
) {
if state.atlas_loaded {
return;
}
let mut texture_atlas_builder = TextureAtlasBuilder::new(Vec2::new(600., 600.));
if let Some(LoadState::Loaded(_)) =
asset_server.get_group_load_state(&rpg_sprite_handles.handles)
{
// TODO: sort by size (within atlas builder)
for texture_id in rpg_sprite_handles.handles.iter() {
let handle = Handle::from_id(*texture_id);
let texture = textures.get(&handle).unwrap();
texture_atlas_builder.add_texture(handle, texture);
}
let texture_atlas = texture_atlas_builder.finish(&mut textures);
let vendor_handle = asset_server
.get_handle("assets/textures/rpg/chars/vendor/generic-rpg-vendor.png")
.unwrap();
let vendor_index = texture_atlas.get_texture_index(vendor_handle).unwrap();
let atlas_handle = texture_atlases.add(texture_atlas);
command_buffer.build().add_entity(SpriteSheetEntity {
sprite: TextureAtlasSprite {
index: vendor_index as u32,
scale: 4.0,
..Default::default()
},
texture_atlas: atlas_handle,
..Default::default()
});
state.atlas_loaded = true;
}
}

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@ -24,13 +24,13 @@ fn setup(
// ..Default::default()
// });
let texture = Texture::load(TextureType::Png(
"assets/branding/bevy_logo_dark_big.png".to_string(),
));
let texture_handle = asset_server
.load_sync(&mut textures, "assets/branding/bevy_logo_dark_big.png")
.unwrap();
let font_handle = asset_server.load("assets/fonts/FiraSans-Bold.ttf").unwrap();
let texture = textures.get(&texture_handle).unwrap();
let aspect = texture.aspect();
let texture_handle = textures.add(texture);
let blue_material_handle = materials.add(Color::rgb(0.6, 0.6, 1.0).into());

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@ -33,7 +33,7 @@ pub use crate::{
scene::{Scene, SceneSpawner},
sprite::{
entity::{SpriteEntity, SpriteSheetEntity},
ColorMaterial, Quad, Sprite, SpriteSheet, SpriteSheetSprite,
ColorMaterial, Quad, Sprite, TextureAtlas, TextureAtlasSprite,
},
text::Font,
transform::prelude::*,