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https://github.com/bevyengine/bevy
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Split TextureAtlasSources
out of TextureAtlasLayout
and make TextureAtlasLayout
serializable (#15344)
# Objective Mostly covers the first point in https://github.com/bevyengine/bevy/issues/13713#issuecomment-2364786694 The idea here is that a lot of people want to load their own texture atlases, and many of them do this by deserializing some custom version of `TextureAtlasLayout`. This makes that a little easier by providing `serde` impls for them. ## Solution In order to make `TextureAtlasLayout` serializable, the custom texture mappings that are added by `TextureAtlasBuilder` were separated into their own type, `TextureAtlasSources`. The inner fields are made public so people can create their own version of this type, although because it embeds asset IDs, it's not as easily serializable. In particular, atlases that are loaded directly (e.g. sprite sheets) will not have a copy of this map, and so, don't need to construct it at all. As an aside, since this is the very first thing in `bevy_sprite` with `serde` impls, I've added a `serialize` feature to the crate and made sure it gets activated when the `serialize` feature is enabled on the parent `bevy` crate. ## Testing I was kind of shocked that there isn't anywhere in the code besides a single example that actually used this functionality, so, it was relatively straightforward to do. In #13713, among other places, folks have mentioned adding custom serialization into their pipelines. It would be nice to hear from people whether this change matches what they're doing in their code, and if it's relatively seamless to adapt to. I suspect that the answer is yes, but, that's mainly the only other kind of testing that can be added. ## Migration Guide `TextureAtlasBuilder` no longer stores a mapping back to the original images in `TextureAtlasLayout`; that functionality has been added to a new struct, `TextureAtlasSources`, instead. This also means that the signature for `TextureAtlasBuilder::finish` has changed, meaning that calls of the form: ```rust let (atlas_layout, image) = builder.build()?; ``` Will now change to the form: ```rust let (atlas_layout, atlas_sources, image) = builder.build()?; ``` And instead of performing a reverse-lookup from the layout, like so: ```rust let atlas_layout_handle = texture_atlases.add(atlas_layout.clone()); let index = atlas_layout.get_texture_index(&my_handle); let handle = TextureAtlas { layout: atlas_layout_handle, index, }; ``` You can perform the lookup from the sources instead: ```rust let atlas_layout = texture_atlases.add(atlas_layout); let index = atlas_sources.get_texture_index(&my_handle); let handle = TextureAtlas { layout: atlas_layout, index, }; ``` Additionally, `TextureAtlasSources` also has a convenience method, `handle`, which directly combines the index and an existing `TextureAtlasLayout` handle into a new `TextureAtlas`: ```rust let atlas_layout = texture_atlases.add(atlas_layout); let handle = atlas_sources.handle(atlas_layout, &my_handle); ``` ## Extra notes In the future, it might make sense to combine the three types returned by `TextureAtlasBuilder` into their own struct, just so that people don't need to assign variable names to all three parts. In particular, when creating a version that can be loaded directly (like #11873), we could probably use this new type.
This commit is contained in:
parent
4a1645bb8a
commit
af9b073b0f
6 changed files with 118 additions and 71 deletions
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@ -74,17 +74,18 @@ shader_format_glsl = [
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shader_format_spirv = ["bevy_render/shader_format_spirv"]
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serialize = [
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"bevy_color?/serialize",
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"bevy_core/serialize",
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"bevy_input/serialize",
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"bevy_ecs/serialize",
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"bevy_time/serialize",
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"bevy_window/serialize",
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"bevy_winit?/serialize",
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"bevy_transform/serialize",
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"bevy_input/serialize",
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"bevy_math/serialize",
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"bevy_scene?/serialize",
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"bevy_sprite?/serialize",
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"bevy_time/serialize",
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"bevy_transform/serialize",
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"bevy_ui?/serialize",
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"bevy_color?/serialize",
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"bevy_window/serialize",
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"bevy_winit?/serialize",
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]
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multi_threaded = [
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"bevy_asset?/multi_threaded",
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@ -11,6 +11,7 @@ keywords = ["bevy"]
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[features]
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default = ["bevy_sprite_picking_backend"]
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bevy_sprite_picking_backend = ["bevy_picking", "bevy_window"]
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serialize = ["dep:serde"]
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webgl = []
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webgpu = []
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@ -41,6 +42,7 @@ rectangle-pack = "0.4"
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bitflags = "2.3"
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radsort = "0.1"
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nonmax = "0.5"
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serde = { version = "1", features = ["derive"], optional = true }
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[lints]
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workspace = true
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@ -30,7 +30,7 @@ pub mod prelude {
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pub use crate::{
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bundle::SpriteBundle,
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sprite::{ImageScaleMode, Sprite},
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texture_atlas::{TextureAtlas, TextureAtlasLayout},
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texture_atlas::{TextureAtlas, TextureAtlasLayout, TextureAtlasSources},
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texture_slice::{BorderRect, SliceScaleMode, TextureSlice, TextureSlicer},
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ColorMaterial, ColorMesh2dBundle, TextureAtlasBuilder,
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};
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@ -2,9 +2,50 @@ use bevy_asset::{Asset, AssetId, Assets, Handle};
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use bevy_ecs::{component::Component, reflect::ReflectComponent};
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use bevy_math::{URect, UVec2};
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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#[cfg(feature = "serialize")]
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use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
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use bevy_render::texture::Image;
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use bevy_utils::HashMap;
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/// Stores a mapping from sub texture handles to the related area index.
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///
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/// Generated by [`TextureAtlasBuilder`].
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///
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/// [`TextureAtlasBuilder`]: crate::TextureAtlasBuilder
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#[derive(Debug)]
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pub struct TextureAtlasSources {
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/// Maps from a specific image handle to the index in `textures` where they can be found.
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pub(crate) texture_ids: HashMap<AssetId<Image>, usize>,
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}
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impl TextureAtlasSources {
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/// Retrieves the texture *section* index of the given `texture` handle.
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pub fn texture_index(&self, texture: impl Into<AssetId<Image>>) -> Option<usize> {
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let id = texture.into();
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self.texture_ids.get(&id).cloned()
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}
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/// Creates a [`TextureAtlas`] handle for the given `texture` handle.
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pub fn handle(
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&self,
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layout: Handle<TextureAtlasLayout>,
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texture: impl Into<AssetId<Image>>,
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) -> Option<TextureAtlas> {
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Some(TextureAtlas {
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layout,
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index: self.texture_index(texture)?,
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})
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}
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/// Retrieves the texture *section* rectangle of the given `texture` handle.
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pub fn texture_rect(
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&self,
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layout: &TextureAtlasLayout,
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texture: impl Into<AssetId<Image>>,
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) -> Option<URect> {
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layout.textures.get(self.texture_index(texture)?).cloned()
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}
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}
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/// Stores a map used to lookup the position of a texture in a [`TextureAtlas`].
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/// This can be used to either use and look up a specific section of a texture, or animate frame-by-frame as a sprite sheet.
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///
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@ -16,18 +57,15 @@ use bevy_utils::HashMap;
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/// [Example usage loading sprite sheet.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/texture_atlas.rs)
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///
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/// [`TextureAtlasBuilder`]: crate::TextureAtlasBuilder
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#[derive(Asset, Reflect, Debug, Clone)]
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#[reflect(Debug)]
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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#[derive(Asset, Reflect, PartialEq, Eq, Debug, Clone)]
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#[reflect(Debug, PartialEq)]
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#[cfg_attr(feature = "serialize", reflect(Serialize, Deserialize))]
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pub struct TextureAtlasLayout {
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/// Total size of texture atlas.
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pub size: UVec2,
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/// The specific areas of the atlas where each texture can be found
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pub textures: Vec<URect>,
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/// Maps from a specific image handle to the index in `textures` where they can be found.
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///
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/// This field is set by [`TextureAtlasBuilder`].
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///
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/// [`TextureAtlasBuilder`]: crate::TextureAtlasBuilder
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pub(crate) texture_handles: Option<HashMap<AssetId<Image>, usize>>,
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}
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impl TextureAtlasLayout {
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@ -35,7 +73,6 @@ impl TextureAtlasLayout {
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pub fn new_empty(dimensions: UVec2) -> Self {
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Self {
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size: dimensions,
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texture_handles: None,
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textures: Vec::new(),
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}
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}
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@ -89,7 +126,6 @@ impl TextureAtlasLayout {
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Self {
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size: ((tile_size + current_padding) * grid_size) - current_padding,
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textures: sprites,
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texture_handles: None,
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}
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}
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@ -114,18 +150,6 @@ impl TextureAtlasLayout {
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pub fn is_empty(&self) -> bool {
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self.textures.is_empty()
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}
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/// Retrieves the texture *section* index of the given `texture` handle.
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///
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/// This requires the layout to have been built using a [`TextureAtlasBuilder`]
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///
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/// [`TextureAtlasBuilder`]: crate::TextureAtlasBuilder
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pub fn get_texture_index(&self, texture: impl Into<AssetId<Image>>) -> Option<usize> {
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let id = texture.into();
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self.texture_handles
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.as_ref()
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.and_then(|texture_handles| texture_handles.get(&id).cloned())
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}
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}
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/// Component used to draw a specific section of a texture.
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@ -15,7 +15,7 @@ use rectangle_pack::{
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};
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use thiserror::Error;
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use crate::TextureAtlasLayout;
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use crate::{TextureAtlasLayout, TextureAtlasSources};
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#[derive(Debug, Error)]
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pub enum TextureAtlasBuilderError {
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@ -159,7 +159,9 @@ impl<'a> TextureAtlasBuilder<'a> {
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since = "0.14.0",
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note = "TextureAtlasBuilder::finish() was not idiomatic. Use TextureAtlasBuilder::build() instead."
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)]
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pub fn finish(&mut self) -> Result<(TextureAtlasLayout, Image), TextureAtlasBuilderError> {
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pub fn finish(
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&mut self,
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) -> Result<(TextureAtlasLayout, TextureAtlasSources, Image), TextureAtlasBuilderError> {
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self.build()
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}
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@ -184,7 +186,7 @@ impl<'a> TextureAtlasBuilder<'a> {
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/// // Customize it
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/// // ...
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/// // Build your texture and the atlas layout
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/// let (atlas_layout, texture) = builder.build().unwrap();
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/// let (atlas_layout, atlas_sources, texture) = builder.build().unwrap();
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/// let texture = textures.add(texture);
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/// let layout = layouts.add(atlas_layout);
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/// // Spawn your sprite
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@ -199,7 +201,9 @@ impl<'a> TextureAtlasBuilder<'a> {
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///
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/// If there is not enough space in the atlas texture, an error will
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/// be returned. It is then recommended to make a larger sprite sheet.
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pub fn build(&mut self) -> Result<(TextureAtlasLayout, Image), TextureAtlasBuilderError> {
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pub fn build(
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&mut self,
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) -> Result<(TextureAtlasLayout, TextureAtlasSources, Image), TextureAtlasBuilderError> {
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let max_width = self.max_size.x;
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let max_height = self.max_size.y;
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@ -295,8 +299,8 @@ impl<'a> TextureAtlasBuilder<'a> {
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TextureAtlasLayout {
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size: atlas_texture.size(),
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textures: texture_rects,
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texture_handles: Some(texture_ids),
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},
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TextureAtlasSources { texture_ids },
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atlas_texture,
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))
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}
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@ -59,15 +59,15 @@ fn setup(
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// create texture atlases with different padding and sampling
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let (texture_atlas_linear, linear_texture) = create_texture_atlas(
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let (texture_atlas_linear, linear_sources, linear_texture) = create_texture_atlas(
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loaded_folder,
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None,
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Some(ImageSampler::linear()),
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&mut textures,
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);
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let atlas_linear_handle = texture_atlases.add(texture_atlas_linear.clone());
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let atlas_linear_handle = texture_atlases.add(texture_atlas_linear);
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let (texture_atlas_nearest, nearest_texture) = create_texture_atlas(
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let (texture_atlas_nearest, nearest_sources, nearest_texture) = create_texture_atlas(
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loaded_folder,
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None,
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Some(ImageSampler::nearest()),
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);
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let atlas_nearest_handle = texture_atlases.add(texture_atlas_nearest);
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let (texture_atlas_linear_padded, linear_padded_texture) = create_texture_atlas(
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let (texture_atlas_linear_padded, linear_padded_sources, linear_padded_texture) =
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create_texture_atlas(
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loaded_folder,
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Some(UVec2::new(6, 6)),
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Some(ImageSampler::linear()),
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);
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let atlas_linear_padded_handle = texture_atlases.add(texture_atlas_linear_padded.clone());
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let (texture_atlas_nearest_padded, nearest_padded_texture) = create_texture_atlas(
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let (texture_atlas_nearest_padded, nearest_padded_sources, nearest_padded_texture) =
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create_texture_atlas(
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loaded_folder,
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Some(UVec2::new(6, 6)),
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Some(ImageSampler::nearest()),
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@ -145,25 +147,39 @@ fn setup(
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.get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png")
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.unwrap();
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// get index of the sprite in the texture atlas, this is used to render the sprite
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// the index is the same for all the texture atlases, since they are created from the same folder
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let vendor_index = texture_atlas_linear
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.get_texture_index(&vendor_handle)
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.unwrap();
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// configuration array to render sprites through iteration
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let configurations: [(&str, Handle<TextureAtlasLayout>, Handle<Image>, f32); 4] = [
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("Linear", atlas_linear_handle, linear_texture, -350.0),
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("Nearest", atlas_nearest_handle, nearest_texture, -150.0),
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let configurations: [(
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&str,
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Handle<TextureAtlasLayout>,
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TextureAtlasSources,
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Handle<Image>,
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f32,
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); 4] = [
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(
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"Linear",
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atlas_linear_handle,
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linear_sources,
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linear_texture,
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-350.0,
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),
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(
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"Nearest",
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atlas_nearest_handle,
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nearest_sources,
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nearest_texture,
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-150.0,
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),
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(
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"Linear",
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atlas_linear_padded_handle,
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linear_padded_sources,
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linear_padded_texture,
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150.0,
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),
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(
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"Nearest",
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atlas_nearest_padded_handle,
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nearest_padded_sources,
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nearest_padded_texture,
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350.0,
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),
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let base_y = 170.0; // y position of the sprites
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for (sampling, atlas_handle, image_handle, x) in configurations {
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for (sampling, atlas_handle, atlas_sources, atlas_texture, x) in configurations {
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// render a sprite from the texture_atlas
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create_sprite_from_atlas(
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&mut commands,
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(x, base_y, 0.0),
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vendor_index,
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atlas_texture,
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atlas_sources,
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atlas_handle,
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image_handle,
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&vendor_handle,
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);
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// render a label to indicate the sampling setting
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@ -205,7 +222,7 @@ fn create_texture_atlas(
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padding: Option<UVec2>,
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sampling: Option<ImageSampler>,
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textures: &mut ResMut<Assets<Image>>,
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) -> (TextureAtlasLayout, Handle<Image>) {
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) -> (TextureAtlasLayout, TextureAtlasSources, Handle<Image>) {
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// Build a texture atlas using the individual sprites
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let mut texture_atlas_builder = TextureAtlasBuilder::default();
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texture_atlas_builder.padding(padding.unwrap_or_default());
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@ -222,23 +239,25 @@ fn create_texture_atlas(
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texture_atlas_builder.add_texture(Some(id), texture);
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}
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let (texture_atlas_layout, texture) = texture_atlas_builder.build().unwrap();
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let (texture_atlas_layout, texture_atlas_sources, texture) =
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texture_atlas_builder.build().unwrap();
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let texture = textures.add(texture);
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// Update the sampling settings of the texture atlas
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let image = textures.get_mut(&texture).unwrap();
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image.sampler = sampling.unwrap_or_default();
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(texture_atlas_layout, texture)
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(texture_atlas_layout, texture_atlas_sources, texture)
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}
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/// Create and spawn a sprite from a texture atlas
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fn create_sprite_from_atlas(
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commands: &mut Commands,
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translation: (f32, f32, f32),
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sprite_index: usize,
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atlas_texture: Handle<Image>,
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atlas_sources: TextureAtlasSources,
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atlas_handle: Handle<TextureAtlasLayout>,
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texture: Handle<Image>,
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vendor_handle: &Handle<Image>,
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) {
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commands.spawn((
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SpriteBundle {
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@ -247,13 +266,10 @@ fn create_sprite_from_atlas(
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scale: Vec3::splat(3.0),
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..default()
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},
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texture,
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texture: atlas_texture,
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..default()
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},
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TextureAtlas {
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layout: atlas_handle,
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index: sprite_index,
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},
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atlas_sources.handle(atlas_handle, vendor_handle).unwrap(),
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));
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}
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Loading…
Reference in a new issue