Slicing support for texture atlas (#12059)

# Objective

Follow up to #11600 and #10588 
https://github.com/bevyengine/bevy/issues/11944 made clear that some
people want to use slicing with texture atlases

## Changelog

* Added support for `TextureAtlas` slicing and tiling.
`SpriteSheetBundle` and `AtlasImageBundle` can now use `ImageScaleMode`
* Added new `ui_texture_atlas_slice` example using a texture sheet

<img width="798" alt="Screenshot 2024-02-23 at 11 58 35"
src="https://github.com/bevyengine/bevy/assets/26703856/47a8b764-127c-4a06-893f-181703777501">

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
This commit is contained in:
Félix Lescaudey de Maneville 2024-03-05 17:05:39 +01:00 committed by GitHub
parent dc40cd134f
commit fc202f2e3d
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GPG key ID: B5690EEEBB952194
10 changed files with 283 additions and 47 deletions

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@ -2510,6 +2510,17 @@ description = "Illustrates how to use 9 Slicing in UI"
category = "UI (User Interface)" category = "UI (User Interface)"
wasm = true wasm = true
[[example]]
name = "ui_texture_atlas_slice"
path = "examples/ui/ui_texture_atlas_slice.rs"
doc-scrape-examples = true
[package.metadata.example.ui_texture_atlas_slice]
name = "UI Texture Atlas Slice"
description = "Illustrates how to use 9 Slicing for TextureAtlases in UI"
category = "UI (User Interface)"
wasm = true
[[example]] [[example]]
name = "viewport_debug" name = "viewport_debug"
path = "examples/ui/viewport_debug.rs" path = "examples/ui/viewport_debug.rs"

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@ -32,8 +32,6 @@ pub struct Sprite {
} }
/// Controls how the image is altered when scaled. /// Controls how the image is altered when scaled.
///
/// Note: This is not yet compatible with texture atlases
#[derive(Component, Debug, Clone, Reflect)] #[derive(Component, Debug, Clone, Reflect)]
#[reflect(Component)] #[reflect(Component)]
pub enum ImageScaleMode { pub enum ImageScaleMode {

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@ -1,4 +1,4 @@
use crate::{ExtractedSprite, ImageScaleMode, Sprite}; use crate::{ExtractedSprite, ImageScaleMode, Sprite, TextureAtlas, TextureAtlasLayout};
use super::TextureSlice; use super::TextureSlice;
use bevy_asset::{AssetEvent, Assets, Handle}; use bevy_asset::{AssetEvent, Assets, Handle};
@ -63,37 +63,55 @@ impl ComputedTextureSlices {
/// will be computed according to the `image_handle` dimensions or the sprite rect. /// will be computed according to the `image_handle` dimensions or the sprite rect.
/// ///
/// Returns `None` if the image asset is not loaded /// Returns `None` if the image asset is not loaded
///
/// # Arguments
///
/// * `sprite` - The sprite component, will be used to find the draw area size
/// * `scale_mode` - The image scaling component
/// * `image_handle` - The texture to slice or tile
/// * `images` - The image assets, use to retrieve the image dimensions
/// * `atlas` - Optional texture atlas, if set the slicing will happen on the matching sub section
/// of the texture
/// * `atlas_layouts` - The atlas layout assets, used to retrieve the texture atlas section rect
#[must_use] #[must_use]
fn compute_sprite_slices( fn compute_sprite_slices(
sprite: &Sprite, sprite: &Sprite,
scale_mode: &ImageScaleMode, scale_mode: &ImageScaleMode,
image_handle: &Handle<Image>, image_handle: &Handle<Image>,
images: &Assets<Image>, images: &Assets<Image>,
atlas: Option<&TextureAtlas>,
atlas_layouts: &Assets<TextureAtlasLayout>,
) -> Option<ComputedTextureSlices> { ) -> Option<ComputedTextureSlices> {
let image_size = images.get(image_handle).map(|i| { let (image_size, texture_rect) = match atlas {
Vec2::new( Some(a) => {
i.texture_descriptor.size.width as f32, let layout = atlas_layouts.get(&a.layout)?;
i.texture_descriptor.size.height as f32, (
) layout.size.as_vec2(),
})?; layout.textures.get(a.index)?.as_rect(),
let slices = match scale_mode { )
ImageScaleMode::Sliced(slicer) => slicer.compute_slices( }
sprite.rect.unwrap_or(Rect { None => {
let image = images.get(image_handle)?;
let size = Vec2::new(
image.texture_descriptor.size.width as f32,
image.texture_descriptor.size.height as f32,
);
let rect = sprite.rect.unwrap_or(Rect {
min: Vec2::ZERO, min: Vec2::ZERO,
max: image_size, max: size,
}), });
sprite.custom_size, (size, rect)
), }
};
let slices = match scale_mode {
ImageScaleMode::Sliced(slicer) => slicer.compute_slices(texture_rect, sprite.custom_size),
ImageScaleMode::Tiled { ImageScaleMode::Tiled {
tile_x, tile_x,
tile_y, tile_y,
stretch_value, stretch_value,
} => { } => {
let slice = TextureSlice { let slice = TextureSlice {
texture_rect: sprite.rect.unwrap_or(Rect { texture_rect,
min: Vec2::ZERO,
max: image_size,
}),
draw_size: sprite.custom_size.unwrap_or(image_size), draw_size: sprite.custom_size.unwrap_or(image_size),
offset: Vec2::ZERO, offset: Vec2::ZERO,
}; };
@ -109,7 +127,14 @@ pub(crate) fn compute_slices_on_asset_event(
mut commands: Commands, mut commands: Commands,
mut events: EventReader<AssetEvent<Image>>, mut events: EventReader<AssetEvent<Image>>,
images: Res<Assets<Image>>, images: Res<Assets<Image>>,
sprites: Query<(Entity, &ImageScaleMode, &Sprite, &Handle<Image>)>, atlas_layouts: Res<Assets<TextureAtlasLayout>>,
sprites: Query<(
Entity,
&ImageScaleMode,
&Sprite,
&Handle<Image>,
Option<&TextureAtlas>,
)>,
) { ) {
// We store the asset ids of added/modified image assets // We store the asset ids of added/modified image assets
let added_handles: HashSet<_> = events let added_handles: HashSet<_> = events
@ -123,11 +148,18 @@ pub(crate) fn compute_slices_on_asset_event(
return; return;
} }
// We recompute the sprite slices for sprite entities with a matching asset handle id // We recompute the sprite slices for sprite entities with a matching asset handle id
for (entity, scale_mode, sprite, image_handle) in &sprites { for (entity, scale_mode, sprite, image_handle, atlas) in &sprites {
if !added_handles.contains(&image_handle.id()) { if !added_handles.contains(&image_handle.id()) {
continue; continue;
} }
if let Some(slices) = compute_sprite_slices(sprite, scale_mode, image_handle, &images) { if let Some(slices) = compute_sprite_slices(
sprite,
scale_mode,
image_handle,
&images,
atlas,
&atlas_layouts,
) {
commands.entity(entity).insert(slices); commands.entity(entity).insert(slices);
} }
} }
@ -138,17 +170,32 @@ pub(crate) fn compute_slices_on_asset_event(
pub(crate) fn compute_slices_on_sprite_change( pub(crate) fn compute_slices_on_sprite_change(
mut commands: Commands, mut commands: Commands,
images: Res<Assets<Image>>, images: Res<Assets<Image>>,
atlas_layouts: Res<Assets<TextureAtlasLayout>>,
changed_sprites: Query< changed_sprites: Query<
(Entity, &ImageScaleMode, &Sprite, &Handle<Image>), (
Entity,
&ImageScaleMode,
&Sprite,
&Handle<Image>,
Option<&TextureAtlas>,
),
Or<( Or<(
Changed<ImageScaleMode>, Changed<ImageScaleMode>,
Changed<Handle<Image>>, Changed<Handle<Image>>,
Changed<Sprite>, Changed<Sprite>,
Changed<TextureAtlas>,
)>, )>,
>, >,
) { ) {
for (entity, scale_mode, sprite, image_handle) in &changed_sprites { for (entity, scale_mode, sprite, image_handle, atlas) in &changed_sprites {
if let Some(slices) = compute_sprite_slices(sprite, scale_mode, image_handle, &images) { if let Some(slices) = compute_sprite_slices(
sprite,
scale_mode,
image_handle,
&images,
atlas,
&atlas_layouts,
) {
commands.entity(entity).insert(slices); commands.entity(entity).insert(slices);
} }
} }

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@ -72,7 +72,7 @@ impl TextureSlicer {
TextureSlice { TextureSlice {
texture_rect: Rect { texture_rect: Rect {
min: vec2(base_rect.max.x - right, base_rect.min.y), min: vec2(base_rect.max.x - right, base_rect.min.y),
max: vec2(base_rect.max.x, top), max: vec2(base_rect.max.x, base_rect.min.y + top),
}, },
draw_size: vec2(right, top) * min_coef, draw_size: vec2(right, top) * min_coef,
offset: vec2( offset: vec2(
@ -198,6 +198,9 @@ impl TextureSlicer {
/// ///
/// * `rect` - The section of the texture to slice in 9 parts /// * `rect` - The section of the texture to slice in 9 parts
/// * `render_size` - The optional draw size of the texture. If not set the `rect` size will be used. /// * `render_size` - The optional draw size of the texture. If not set the `rect` size will be used.
//
// TODO: Support `URect` and `UVec2` instead (See `https://github.com/bevyengine/bevy/pull/11698`)
//
#[must_use] #[must_use]
pub fn compute_slices(&self, rect: Rect, render_size: Option<Vec2>) -> Vec<TextureSlice> { pub fn compute_slices(&self, rect: Rect, render_size: Option<Vec2>) -> Vec<TextureSlice> {
let render_size = render_size.unwrap_or_else(|| rect.size()); let render_size = render_size.unwrap_or_else(|| rect.size());

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@ -122,6 +122,11 @@ pub struct ImageBundle {
/// A UI node that is a texture atlas sprite /// A UI node that is a texture atlas sprite
/// ///
/// # Extra behaviours
///
/// You may add the following components to enable additional behaviours
/// - [`ImageScaleMode`](bevy_sprite::ImageScaleMode) to enable either slicing or tiling of the texture
///
/// This bundle is identical to [`ImageBundle`] with an additional [`TextureAtlas`] component. /// This bundle is identical to [`ImageBundle`] with an additional [`TextureAtlas`] component.
#[deprecated( #[deprecated(
since = "0.14.0", since = "0.14.0",
@ -295,7 +300,7 @@ where
/// ///
/// You may add the following components to enable additional behaviours: /// You may add the following components to enable additional behaviours:
/// - [`ImageScaleMode`](bevy_sprite::ImageScaleMode) to enable either slicing or tiling of the texture /// - [`ImageScaleMode`](bevy_sprite::ImageScaleMode) to enable either slicing or tiling of the texture
/// - [`TextureAtlas`] to draw specific sections of the texture /// - [`TextureAtlas`] to draw specific section of the texture
/// ///
/// Note that `ImageScaleMode` is currently not compatible with `TextureAtlas`. /// Note that `ImageScaleMode` is currently not compatible with `TextureAtlas`.
#[derive(Bundle, Clone, Debug)] #[derive(Bundle, Clone, Debug)]

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@ -6,7 +6,7 @@ use bevy_asset::{AssetEvent, Assets};
use bevy_ecs::prelude::*; use bevy_ecs::prelude::*;
use bevy_math::{Rect, Vec2}; use bevy_math::{Rect, Vec2};
use bevy_render::texture::Image; use bevy_render::texture::Image;
use bevy_sprite::{ImageScaleMode, TextureSlice}; use bevy_sprite::{ImageScaleMode, TextureAtlas, TextureAtlasLayout, TextureSlice};
use bevy_transform::prelude::*; use bevy_transform::prelude::*;
use bevy_utils::HashSet; use bevy_utils::HashSet;
@ -74,25 +74,48 @@ impl ComputedTextureSlices {
} }
/// Generates sprite slices for a `sprite` given a `scale_mode`. The slices /// Generates sprite slices for a `sprite` given a `scale_mode`. The slices
/// will be computed according to the `image_handle` dimensions or the sprite rect. /// will be computed according to the `image_handle` dimensions.
/// ///
/// Returns `None` if the image asset is not loaded /// Returns `None` if the image asset is not loaded
///
/// # Arguments
///
/// * `draw_area` - The size of the drawing area the slices will have to fit into
/// * `scale_mode` - The image scaling component
/// * `image_handle` - The texture to slice or tile
/// * `images` - The image assets, use to retrieve the image dimensions
/// * `atlas` - Optional texture atlas, if set the slicing will happen on the matching sub section
/// of the texture
/// * `atlas_layouts` - The atlas layout assets, used to retrieve the texture atlas section rect
#[must_use] #[must_use]
fn compute_texture_slices( fn compute_texture_slices(
draw_area: Vec2, draw_area: Vec2,
scale_mode: &ImageScaleMode, scale_mode: &ImageScaleMode,
image_handle: &UiImage, image_handle: &UiImage,
images: &Assets<Image>, images: &Assets<Image>,
atlas: Option<&TextureAtlas>,
atlas_layouts: &Assets<TextureAtlasLayout>,
) -> Option<ComputedTextureSlices> { ) -> Option<ComputedTextureSlices> {
let image_size = images.get(&image_handle.texture).map(|i| { let (image_size, texture_rect) = match atlas {
Vec2::new( Some(a) => {
i.texture_descriptor.size.width as f32, let layout = atlas_layouts.get(&a.layout)?;
i.texture_descriptor.size.height as f32, (
) layout.size.as_vec2(),
})?; layout.textures.get(a.index)?.as_rect(),
let texture_rect = Rect { )
min: Vec2::ZERO, }
max: image_size, None => {
let image = images.get(&image_handle.texture)?;
let size = Vec2::new(
image.texture_descriptor.size.width as f32,
image.texture_descriptor.size.height as f32,
);
let rect = Rect {
min: Vec2::ZERO,
max: size,
};
(size, rect)
}
}; };
let slices = match scale_mode { let slices = match scale_mode {
ImageScaleMode::Sliced(slicer) => slicer.compute_slices(texture_rect, Some(draw_area)), ImageScaleMode::Sliced(slicer) => slicer.compute_slices(texture_rect, Some(draw_area)),
@ -118,7 +141,14 @@ pub(crate) fn compute_slices_on_asset_event(
mut commands: Commands, mut commands: Commands,
mut events: EventReader<AssetEvent<Image>>, mut events: EventReader<AssetEvent<Image>>,
images: Res<Assets<Image>>, images: Res<Assets<Image>>,
ui_nodes: Query<(Entity, &ImageScaleMode, &Node, &UiImage)>, atlas_layouts: Res<Assets<TextureAtlasLayout>>,
ui_nodes: Query<(
Entity,
&ImageScaleMode,
&Node,
&UiImage,
Option<&TextureAtlas>,
)>,
) { ) {
// We store the asset ids of added/modified image assets // We store the asset ids of added/modified image assets
let added_handles: HashSet<_> = events let added_handles: HashSet<_> = events
@ -132,11 +162,18 @@ pub(crate) fn compute_slices_on_asset_event(
return; return;
} }
// We recompute the sprite slices for sprite entities with a matching asset handle id // We recompute the sprite slices for sprite entities with a matching asset handle id
for (entity, scale_mode, ui_node, image) in &ui_nodes { for (entity, scale_mode, ui_node, image, atlas) in &ui_nodes {
if !added_handles.contains(&image.texture.id()) { if !added_handles.contains(&image.texture.id()) {
continue; continue;
} }
if let Some(slices) = compute_texture_slices(ui_node.size(), scale_mode, image, &images) { if let Some(slices) = compute_texture_slices(
ui_node.size(),
scale_mode,
image,
&images,
atlas,
&atlas_layouts,
) {
commands.entity(entity).insert(slices); commands.entity(entity).insert(slices);
} }
} }
@ -147,13 +184,32 @@ pub(crate) fn compute_slices_on_asset_event(
pub(crate) fn compute_slices_on_image_change( pub(crate) fn compute_slices_on_image_change(
mut commands: Commands, mut commands: Commands,
images: Res<Assets<Image>>, images: Res<Assets<Image>>,
atlas_layouts: Res<Assets<TextureAtlasLayout>>,
changed_nodes: Query< changed_nodes: Query<
(Entity, &ImageScaleMode, &Node, &UiImage), (
Or<(Changed<ImageScaleMode>, Changed<UiImage>, Changed<Node>)>, Entity,
&ImageScaleMode,
&Node,
&UiImage,
Option<&TextureAtlas>,
),
Or<(
Changed<ImageScaleMode>,
Changed<UiImage>,
Changed<Node>,
Changed<TextureAtlas>,
)>,
>, >,
) { ) {
for (entity, scale_mode, ui_node, image) in &changed_nodes { for (entity, scale_mode, ui_node, image, atlas) in &changed_nodes {
if let Some(slices) = compute_texture_slices(ui_node.size(), scale_mode, image, &images) { if let Some(slices) = compute_texture_slices(
ui_node.size(),
scale_mode,
image,
&images,
atlas,
&atlas_layouts,
) {
commands.entity(entity).insert(slices); commands.entity(entity).insert(slices);
} }
} }

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@ -405,6 +405,7 @@ Example | Description
[UI Material](../examples/ui/ui_material.rs) | Demonstrates creating and using custom Ui materials [UI Material](../examples/ui/ui_material.rs) | Demonstrates creating and using custom Ui materials
[UI Scaling](../examples/ui/ui_scaling.rs) | Illustrates how to scale the UI [UI Scaling](../examples/ui/ui_scaling.rs) | Illustrates how to scale the UI
[UI Texture Atlas](../examples/ui/ui_texture_atlas.rs) | Illustrates how to use TextureAtlases in UI [UI Texture Atlas](../examples/ui/ui_texture_atlas.rs) | Illustrates how to use TextureAtlases in UI
[UI Texture Atlas Slice](../examples/ui/ui_texture_atlas_slice.rs) | Illustrates how to use 9 Slicing for TextureAtlases in UI
[UI Texture Slice](../examples/ui/ui_texture_slice.rs) | Illustrates how to use 9 Slicing in UI [UI Texture Slice](../examples/ui/ui_texture_slice.rs) | Illustrates how to use 9 Slicing in UI
[UI Z-Index](../examples/ui/z_index.rs) | Demonstrates how to control the relative depth (z-position) of UI elements [UI Z-Index](../examples/ui/z_index.rs) | Demonstrates how to control the relative depth (z-position) of UI elements
[Viewport Debug](../examples/ui/viewport_debug.rs) | An example for debugging viewport coordinates [Viewport Debug](../examples/ui/viewport_debug.rs) | An example for debugging viewport coordinates

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@ -0,0 +1,115 @@
//! This example illustrates how to create buttons with their texture atlases sliced
//! and kept in proportion instead of being stretched by the button dimensions
use bevy::{
color::palettes::css::{GOLD, ORANGE},
prelude::*,
winit::WinitSettings,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
.insert_resource(WinitSettings::desktop_app())
.add_systems(Startup, setup)
.add_systems(Update, button_system)
.run();
}
fn button_system(
mut interaction_query: Query<
(&Interaction, &mut TextureAtlas, &Children, &mut UiImage),
(Changed<Interaction>, With<Button>),
>,
mut text_query: Query<&mut Text>,
) {
for (interaction, mut atlas, children, mut image) in &mut interaction_query {
let mut text = text_query.get_mut(children[0]).unwrap();
match *interaction {
Interaction::Pressed => {
text.sections[0].value = "Press".to_string();
atlas.index = (atlas.index + 1) % 30;
image.color = GOLD.into();
}
Interaction::Hovered => {
text.sections[0].value = "Hover".to_string();
image.color = ORANGE.into();
}
Interaction::None => {
text.sections[0].value = "Button".to_string();
image.color = Color::WHITE;
}
}
}
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
) {
let texture_handle = asset_server.load("textures/fantasy_ui_borders/border_sheet.png");
let atlas_layout = TextureAtlasLayout::from_grid(UVec2::new(50, 50), 6, 6, None, None);
let atlas_layout_handle = texture_atlases.add(atlas_layout);
let slicer = TextureSlicer {
border: BorderRect::square(22.0),
center_scale_mode: SliceScaleMode::Stretch,
sides_scale_mode: SliceScaleMode::Stretch,
max_corner_scale: 1.0,
};
// ui camera
commands.spawn(Camera2dBundle::default());
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
..default()
})
.with_children(|parent| {
for (idx, [w, h]) in [
(0, [150.0, 150.0]),
(7, [300.0, 150.0]),
(13, [150.0, 300.0]),
] {
parent
.spawn((
ButtonBundle {
style: Style {
width: Val::Px(w),
height: Val::Px(h),
// horizontally center child text
justify_content: JustifyContent::Center,
// vertically center child text
align_items: AlignItems::Center,
margin: UiRect::all(Val::Px(20.0)),
..default()
},
image: texture_handle.clone().into(),
..default()
},
ImageScaleMode::Sliced(slicer.clone()),
TextureAtlas {
index: idx,
layout: atlas_layout_handle.clone(),
},
))
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"Button",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 40.0,
color: Color::srgb(0.9, 0.9, 0.9),
},
));
});
}
});
}

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@ -1,4 +1,4 @@
//! This example illustrates how to create a button that has its image sliced //! This example illustrates how to create buttons with their textures sliced
//! and kept in proportion instead of being stretched by the button dimensions //! and kept in proportion instead of being stretched by the button dimensions
use bevy::{ use bevy::{