mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +00:00
sprite: use bevy_transform types in sprite entities
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parent
9e12031a6b
commit
f1786ec20a
8 changed files with 75 additions and 47 deletions
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@ -9,6 +9,7 @@ pub fn derive_render_resource(input: TokenStream) -> TokenStream {
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let bevy_render_path: Path = get_path(&modules.bevy_render);
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let bevy_asset_path: Path = get_path(&modules.bevy_asset);
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let bevy_core_path: Path = get_path(&modules.bevy_core);
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let struct_name = &ast.ident;
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TokenStream::from(quote! {
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@ -17,9 +18,11 @@ pub fn derive_render_resource(input: TokenStream) -> TokenStream {
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Some(#bevy_render_path::render_resource::RenderResourceType::Buffer)
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}
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fn write_buffer_bytes(&self, buffer: &mut [u8]) {
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use #bevy_core_path::bytes::Bytes;
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self.write_bytes(buffer);
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}
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fn buffer_byte_len(&self) -> Option<usize> {
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use #bevy_core_path::bytes::Bytes;
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Some(self.byte_len())
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}
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fn texture(&self) -> Option<#bevy_asset_path::Handle<#bevy_render_path::texture::Texture>> {
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@ -1,30 +1,58 @@
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use crate::{
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render::SPRITE_PIPELINE_HANDLE, sprite::Sprite, ColorMaterial, Quad, TextureAtlas,
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render::SPRITE_PIPELINE_HANDLE, sprite::Sprite, ColorMaterial, TextureAtlas,
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TextureAtlasSprite, QUAD_HANDLE, SPRITE_SHEET_PIPELINE_HANDLE,
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};
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use bevy_app::EntityArchetype;
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use bevy_asset::Handle;
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use bevy_render::{draw::Draw, mesh::Mesh, pipeline::{PipelineSpecialization, RenderPipelines, RenderPipeline, DynamicBinding}};
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use bevy_render::{
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draw::Draw,
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mesh::Mesh,
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pipeline::{DynamicBinding, PipelineSpecialization, RenderPipeline, RenderPipelines},
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};
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use bevy_transform::prelude::{Rotation, Scale, Transform, Translation};
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#[derive(EntityArchetype)]
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pub struct SpriteEntity {
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pub sprite: Sprite,
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pub quad: Quad,
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pub mesh: Handle<Mesh>, // TODO: maybe abstract this out
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pub material: Handle<ColorMaterial>,
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pub draw: Draw,
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pub render_pipelines: RenderPipelines,
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pub transform: Transform,
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pub translation: Translation,
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pub rotation: Rotation,
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pub scale: Scale,
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}
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impl Default for SpriteEntity {
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fn default() -> Self {
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Self {
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mesh: QUAD_HANDLE,
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render_pipelines: RenderPipelines::from_handles(&[SPRITE_PIPELINE_HANDLE]),
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render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
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SPRITE_PIPELINE_HANDLE,
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PipelineSpecialization {
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dynamic_bindings: vec![
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// Transform
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DynamicBinding {
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bind_group: 2,
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binding: 0,
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},
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// Sprite
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DynamicBinding {
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bind_group: 2,
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binding: 1,
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},
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],
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..Default::default()
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},
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)]),
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sprite: Default::default(),
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quad: Default::default(),
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material: Default::default(),
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draw: Default::default(),
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transform: Default::default(),
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translation: Default::default(),
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rotation: Default::default(),
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scale: Default::default(),
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}
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}
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}
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@ -36,10 +64,10 @@ pub struct SpriteSheetEntity {
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pub draw: Draw,
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pub render_pipelines: RenderPipelines,
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pub mesh: Handle<Mesh>, // TODO: maybe abstract this out
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// pub transform: Transform,
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// pub translation: Translation,
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// pub rotation: Rotation,
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// pub scale: Scale,
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// pub transform: Transform,
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// pub translation: Translation,
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// pub rotation: Rotation,
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// pub scale: Scale,
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}
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impl Default for SpriteSheetEntity {
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@ -1,4 +1,4 @@
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use crate::{ColorMaterial, Quad, TextureAtlas, TextureAtlasSprite};
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use crate::{ColorMaterial, Quad, TextureAtlas, TextureAtlasSprite, Sprite};
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use bevy_asset::{Assets, Handle};
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use bevy_render::{
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base_render_graph,
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@ -111,6 +111,7 @@ pub fn build_sprite_pipeline(shaders: &mut Assets<Shader>) -> PipelineDescriptor
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pub mod node {
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pub const COLOR_MATERIAL: &'static str = "color_material";
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pub const QUAD: &'static str = "quad";
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pub const SPRITE: &'static str = "sprite";
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pub const SPRITE_SHEET: &'static str = "sprite_sheet";
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pub const SPRITE_SHEET_SPRITE: &'static str = "sprite_sheet_sprite";
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}
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@ -131,6 +132,9 @@ impl SpriteRenderGraphBuilder for RenderGraph {
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self.add_system_node(node::QUAD, RenderResourcesNode::<Quad>::new(false));
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self.add_node_edge(node::QUAD, base_render_graph::node::MAIN_PASS)
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.unwrap();
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self.add_system_node(node::SPRITE, RenderResourcesNode::<Sprite>::new(true));
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self.add_node_edge(node::SPRITE, base_render_graph::node::MAIN_PASS)
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.unwrap();
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self.add_system_node(
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node::SPRITE_SHEET,
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@ -4,13 +4,13 @@ layout(location = 0) in vec2 v_Uv;
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layout(location = 0) out vec4 o_Target;
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layout(set = 2, binding = 0) uniform ColorMaterial_color {
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layout(set = 1, binding = 0) uniform ColorMaterial_color {
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vec4 Color;
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};
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# ifdef COLORMATERIAL_TEXTURE
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layout(set = 3, binding = 0) uniform texture2D ColorMaterial_texture;
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layout(set = 3, binding = 1) uniform sampler ColorMaterial_texture_sampler;
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layout(set = 1, binding = 1) uniform texture2D ColorMaterial_texture;
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layout(set = 1, binding = 2) uniform sampler ColorMaterial_texture_sampler;
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# endif
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void main() {
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@ -10,15 +10,15 @@ layout(set = 0, binding = 0) uniform Camera2d {
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mat4 ViewProj;
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};
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layout(set = 1, binding = 0) uniform Quad {
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vec2 Quad_Position;
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vec2 Quad_Size;
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float Quad_ZIndex;
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layout(set = 2, binding = 0) uniform Transform {
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mat4 Model;
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};
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layout(set = 2, binding = 1) uniform Sprite {
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vec2 Sprite_size;
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};
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void main() {
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v_Uv = Vertex_Uv;
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vec3 position = Vertex_Position * vec3(Quad_Size, 0.0);
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position = position + vec3(Quad_Position, Quad_ZIndex);
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gl_Position = ViewProj * vec4(position, 1.0);
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vec3 position = Vertex_Position * vec3(Sprite_size, 1.0);
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gl_Position = ViewProj * Model * vec4(position, 1.0);
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}
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@ -1,34 +1,35 @@
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use crate::{ColorMaterial, Quad};
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use crate::ColorMaterial;
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use bevy_asset::{Assets, Handle};
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use bevy_render::texture::Texture;
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use bevy_core::bytes::Byteable;
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use bevy_render::{
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render_resource::{RenderResource, RenderResources},
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texture::Texture,
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};
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pub use legion::prelude::*;
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use glam::Vec2;
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#[repr(C)]
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#[derive(Default, RenderResources, RenderResource)]
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#[render_resources(from_self)]
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pub struct Sprite {
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pub scale: f32,
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size: Vec2,
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}
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impl Default for Sprite {
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fn default() -> Self {
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Sprite { scale: 1.0 }
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}
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}
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// SAFE: sprite is repr(C) and only consists of byteables
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unsafe impl Byteable for Sprite {}
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// TODO: port to system fn
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pub fn sprite_system() -> Box<dyn Schedulable> {
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SystemBuilder::new("sprite_system")
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.read_resource::<Assets<ColorMaterial>>()
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.read_resource::<Assets<Texture>>()
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.with_query(
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<(Read<Sprite>, Read<Handle<ColorMaterial>>, Write<Quad>)>::query().filter(
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changed::<Sprite>() | changed::<Quad>() | changed::<Handle<ColorMaterial>>(),
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),
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)
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.with_query(<(Write<Sprite>, Read<Handle<ColorMaterial>>)>::query())
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.build(|_, world, (materials, textures), query| {
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for (sprite, handle, mut rect) in query.iter_mut(world) {
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for (mut sprite, handle) in query.iter_mut(world) {
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let material = materials.get(&handle).unwrap();
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if let Some(texture_handle) = material.texture {
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if let Some(texture) = textures.get(&texture_handle) {
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let aspect = texture.aspect();
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*rect.size.x_mut() = texture.size.x() * sprite.scale;
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*rect.size.y_mut() = rect.size.x() * aspect;
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sprite.size = texture.size;
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}
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}
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}
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@ -81,11 +81,7 @@ fn load_atlas(
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// draw the atlas itself
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.add_entity(SpriteEntity {
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material: materials.add(texture_atlas_texture.into()),
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quad: Quad {
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position: Vec2::new(-300.0, 0.),
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..Default::default()
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},
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sprite: Sprite { scale: 1.0 },
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translation: Vec3::new(-300.0, 0., 0.0).into(),
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..Default::default()
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});
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@ -42,11 +42,7 @@ fn atlas_render_system(
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let texture_atlas = texture_atlases.get(&font_atlas.texture_atlas).unwrap();
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command_buffer.build().add_entity(SpriteEntity {
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material: materials.add(texture_atlas.texture.into()),
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quad: Quad {
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position: Vec2::new(-300.0, 0.),
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..Default::default()
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},
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sprite: Sprite { scale: 1.0 },
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translation: Vec3::new(-300.0, 0., 0.0).into(),
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..Default::default()
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});
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break;
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