// FIXME(3492): remove once docs are ready #![allow(missing_docs)] #![cfg_attr(docsrs, feature(doc_auto_cfg))] #![forbid(unsafe_code)] #![doc( html_logo_url = "https://bevyengine.org/assets/icon.png", html_favicon_url = "https://bevyengine.org/assets/icon.png" )] //! Provides 2D sprite rendering functionality. mod bundle; mod dynamic_texture_atlas_builder; mod mesh2d; mod render; mod sprite; mod texture_atlas; mod texture_atlas_builder; mod texture_slice; pub mod prelude { #[allow(deprecated)] #[doc(hidden)] pub use crate::bundle::SpriteSheetBundle; #[doc(hidden)] pub use crate::{ bundle::SpriteBundle, sprite::{ImageScaleMode, Sprite}, texture_atlas::{TextureAtlas, TextureAtlasLayout}, texture_slice::{BorderRect, SliceScaleMode, TextureSlice, TextureSlicer}, ColorMaterial, ColorMesh2dBundle, TextureAtlasBuilder, }; } use bevy_reflect::{std_traits::ReflectDefault, Reflect}; use bevy_transform::TransformSystem; pub use bundle::*; pub use dynamic_texture_atlas_builder::*; pub use mesh2d::*; pub use render::*; pub use sprite::*; pub use texture_atlas::*; pub use texture_atlas_builder::*; pub use texture_slice::*; use bevy_app::prelude::*; use bevy_asset::{load_internal_asset, AssetApp, Assets, Handle}; use bevy_core_pipeline::core_2d::Transparent2d; use bevy_ecs::{prelude::*, query::QueryItem}; use bevy_render::{ extract_component::{ExtractComponent, ExtractComponentPlugin}, mesh::Mesh, primitives::Aabb, render_phase::AddRenderCommand, render_resource::{Shader, SpecializedRenderPipelines}, texture::Image, view::{check_visibility, NoFrustumCulling, VisibilitySystems}, ExtractSchedule, Render, RenderApp, RenderSet, }; /// Adds support for 2D sprite rendering. #[derive(Default)] pub struct SpritePlugin; pub const SPRITE_SHADER_HANDLE: Handle = Handle::weak_from_u128(2763343953151597127); /// System set for sprite rendering. #[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)] pub enum SpriteSystem { ExtractSprites, ComputeSlices, } /// A component that marks entities that aren't themselves sprites but become /// sprites during rendering. /// /// Right now, this is used for `Text`. #[derive(Component, Reflect, Clone, Copy, Debug, Default)] #[reflect(Component, Default)] pub struct SpriteSource; /// A convenient alias for `With>`, for use with /// [`bevy_render::view::VisibleEntities`]. pub type WithMesh2d = With; /// A convenient alias for `Or, With>`, for use with /// [`bevy_render::view::VisibleEntities`]. pub type WithSprite = Or<(With, With)>; impl Plugin for SpritePlugin { fn build(&self, app: &mut App) { load_internal_asset!( app, SPRITE_SHADER_HANDLE, "render/sprite.wgsl", Shader::from_wgsl ); app.init_asset::() .register_asset_reflect::() .register_type::() .register_type::() .register_type::() .register_type::() .register_type::() .register_type::() .register_type::() .add_plugins(( Mesh2dRenderPlugin, ColorMaterialPlugin, ExtractComponentPlugin::::default(), )) .add_systems( PostUpdate, ( calculate_bounds_2d.in_set(VisibilitySystems::CalculateBounds), ( compute_slices_on_asset_event, compute_slices_on_sprite_change, ) .in_set(SpriteSystem::ComputeSlices), ( check_visibility::, check_visibility::, ) .in_set(VisibilitySystems::CheckVisibility) .after(VisibilitySystems::CalculateBounds) .after(VisibilitySystems::UpdateOrthographicFrusta) .after(VisibilitySystems::UpdatePerspectiveFrusta) .after(VisibilitySystems::UpdateProjectionFrusta) .after(VisibilitySystems::VisibilityPropagate) .after(TransformSystem::TransformPropagate), ), ); if let Some(render_app) = app.get_sub_app_mut(RenderApp) { render_app .init_resource::() .init_resource::>() .init_resource::() .init_resource::() .init_resource::() .add_render_command::() .add_systems( ExtractSchedule, ( extract_sprites.in_set(SpriteSystem::ExtractSprites), extract_sprite_events, ), ) .add_systems( Render, ( queue_sprites .in_set(RenderSet::Queue) .ambiguous_with(queue_material2d_meshes::), prepare_sprites.in_set(RenderSet::PrepareBindGroups), ), ); }; } fn finish(&self, app: &mut App) { if let Some(render_app) = app.get_sub_app_mut(RenderApp) { render_app.init_resource::(); } } } /// System calculating and inserting an [`Aabb`] component to entities with either: /// - a `Mesh2dHandle` component, /// - a `Sprite` and `Handle` components, /// and without a [`NoFrustumCulling`] component. /// /// Used in system set [`VisibilitySystems::CalculateBounds`]. pub fn calculate_bounds_2d( mut commands: Commands, meshes: Res>, images: Res>, atlases: Res>, meshes_without_aabb: Query<(Entity, &Mesh2dHandle), (Without, Without)>, sprites_to_recalculate_aabb: Query< (Entity, &Sprite, &Handle, Option<&TextureAtlas>), ( Or<(Without, Changed, Changed)>, Without, ), >, ) { for (entity, mesh_handle) in &meshes_without_aabb { if let Some(mesh) = meshes.get(&mesh_handle.0) { if let Some(aabb) = mesh.compute_aabb() { commands.entity(entity).try_insert(aabb); } } } for (entity, sprite, texture_handle, atlas) in &sprites_to_recalculate_aabb { if let Some(size) = sprite .custom_size .or_else(|| sprite.rect.map(|rect| rect.size())) .or_else(|| match atlas { // We default to the texture size for regular sprites None => images.get(texture_handle).map(|image| image.size_f32()), // We default to the drawn rect for atlas sprites Some(atlas) => atlas .texture_rect(&atlases) .map(|rect| rect.size().as_vec2()), }) { let aabb = Aabb { center: (-sprite.anchor.as_vec() * size).extend(0.0).into(), half_extents: (0.5 * size).extend(0.0).into(), }; commands.entity(entity).try_insert(aabb); } } } impl ExtractComponent for SpriteSource { type QueryData = (); type QueryFilter = With; type Out = SpriteSource; fn extract_component(_: QueryItem<'_, Self::QueryData>) -> Option { Some(SpriteSource) } } #[cfg(test)] mod test { use bevy_math::{Rect, Vec2, Vec3A}; use bevy_utils::default; use super::*; #[test] fn calculate_bounds_2d_create_aabb_for_image_sprite_entity() { // Setup app let mut app = App::new(); // Add resources and get handle to image let mut image_assets = Assets::::default(); let image_handle = image_assets.add(Image::default()); app.insert_resource(image_assets); let mesh_assets = Assets::::default(); app.insert_resource(mesh_assets); let texture_atlas_assets = Assets::::default(); app.insert_resource(texture_atlas_assets); // Add system app.add_systems(Update, calculate_bounds_2d); // Add entities let entity = app .world_mut() .spawn((Sprite::default(), image_handle)) .id(); // Verify that the entity does not have an AABB assert!(!app .world() .get_entity(entity) .expect("Could not find entity") .contains::()); // Run system app.update(); // Verify the AABB exists assert!(app .world() .get_entity(entity) .expect("Could not find entity") .contains::()); } #[test] fn calculate_bounds_2d_update_aabb_when_sprite_custom_size_changes_to_some() { // Setup app let mut app = App::new(); // Add resources and get handle to image let mut image_assets = Assets::::default(); let image_handle = image_assets.add(Image::default()); app.insert_resource(image_assets); let mesh_assets = Assets::::default(); app.insert_resource(mesh_assets); let texture_atlas_assets = Assets::::default(); app.insert_resource(texture_atlas_assets); // Add system app.add_systems(Update, calculate_bounds_2d); // Add entities let entity = app .world_mut() .spawn(( Sprite { custom_size: Some(Vec2::ZERO), ..default() }, image_handle, )) .id(); // Create initial AABB app.update(); // Get the initial AABB let first_aabb = *app .world() .get_entity(entity) .expect("Could not find entity") .get::() .expect("Could not find initial AABB"); // Change `custom_size` of sprite let mut binding = app .world_mut() .get_entity_mut(entity) .expect("Could not find entity"); let mut sprite = binding .get_mut::() .expect("Could not find sprite component of entity"); sprite.custom_size = Some(Vec2::ONE); // Re-run the `calculate_bounds_2d` system to get the new AABB app.update(); // Get the re-calculated AABB let second_aabb = *app .world() .get_entity(entity) .expect("Could not find entity") .get::() .expect("Could not find second AABB"); // Check that the AABBs are not equal assert_ne!(first_aabb, second_aabb); } #[test] fn calculate_bounds_2d_correct_aabb_for_sprite_with_custom_rect() { // Setup app let mut app = App::new(); // Add resources and get handle to image let mut image_assets = Assets::::default(); let image_handle = image_assets.add(Image::default()); app.insert_resource(image_assets); let mesh_assets = Assets::::default(); app.insert_resource(mesh_assets); let texture_atlas_assets = Assets::::default(); app.insert_resource(texture_atlas_assets); // Add system app.add_systems(Update, calculate_bounds_2d); // Add entities let entity = app .world_mut() .spawn(( Sprite { rect: Some(Rect::new(0., 0., 0.5, 1.)), anchor: Anchor::TopRight, ..default() }, image_handle, )) .id(); // Create AABB app.update(); // Get the AABB let aabb = *app .world_mut() .get_entity(entity) .expect("Could not find entity") .get::() .expect("Could not find AABB"); // Verify that the AABB is at the expected position assert_eq!(aabb.center, Vec3A::new(-0.25, -0.5, 0.)); // Verify that the AABB has the expected size assert_eq!(aabb.half_extents, Vec3A::new(0.25, 0.5, 0.)); } }