use crate::TextureAtlasLayout; use bevy_asset::{Assets, Handle}; use bevy_math::{URect, UVec2}; use bevy_render::{ render_asset::{RenderAsset, RenderAssetUsages}, texture::{GpuImage, Image, TextureFormatPixelInfo}, }; use guillotiere::{size2, Allocation, AtlasAllocator}; /// Helper utility to update [`TextureAtlasLayout`] on the fly. /// /// Helpful in cases when texture is created procedurally, /// e.g: in a font glyph [`TextureAtlasLayout`], only add the [`Image`] texture for letters to be rendered. pub struct DynamicTextureAtlasBuilder { atlas_allocator: AtlasAllocator, padding: u32, } impl DynamicTextureAtlasBuilder { /// Create a new [`DynamicTextureAtlasBuilder`] /// /// # Arguments /// /// * `size` - total size for the atlas /// * `padding` - gap added between textures in the atlas, both in x axis and y axis pub fn new(size: UVec2, padding: u32) -> Self { Self { atlas_allocator: AtlasAllocator::new(to_size2(size)), padding, } } /// Add a new texture to `atlas_layout`. /// /// It is the user's responsibility to pass in the correct [`TextureAtlasLayout`]. /// Also, the asset that `atlas_texture_handle` points to must have a usage matching /// [`RenderAssetUsages::MAIN_WORLD`]. /// /// # Arguments /// /// * `altas_layout` - The atlas to add the texture to /// * `textures` - The texture assets container /// * `texture` - The new texture to add to the atlas /// * `atlas_texture_handle` - The atlas texture to edit pub fn add_texture( &mut self, atlas_layout: &mut TextureAtlasLayout, textures: &mut Assets, texture: &Image, atlas_texture_handle: &Handle, ) -> Option { let allocation = self.atlas_allocator.allocate(size2( (texture.width() + self.padding).try_into().unwrap(), (texture.height() + self.padding).try_into().unwrap(), )); if let Some(allocation) = allocation { let atlas_texture = textures.get_mut(atlas_texture_handle).unwrap(); assert!( ::asset_usage(atlas_texture) .contains(RenderAssetUsages::MAIN_WORLD), "The asset at atlas_texture_handle must have the RenderAssetUsages::MAIN_WORLD usage flag set" ); self.place_texture(atlas_texture, allocation, texture); let mut rect: URect = to_rect(allocation.rectangle); rect.max = rect.max.saturating_sub(UVec2::splat(self.padding)); Some(atlas_layout.add_texture(rect)) } else { None } } fn place_texture( &mut self, atlas_texture: &mut Image, allocation: Allocation, texture: &Image, ) { let mut rect = allocation.rectangle; rect.max.x -= self.padding as i32; rect.max.y -= self.padding as i32; let atlas_width = atlas_texture.width() as usize; let rect_width = rect.width() as usize; let format_size = atlas_texture.texture_descriptor.format.pixel_size(); 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; atlas_texture.data[begin..end] .copy_from_slice(&texture.data[texture_begin..texture_end]); } } } fn to_rect(rectangle: guillotiere::Rectangle) -> URect { URect { min: UVec2::new( rectangle.min.x.try_into().unwrap(), rectangle.min.y.try_into().unwrap(), ), max: UVec2::new( rectangle.max.x.try_into().unwrap(), rectangle.max.y.try_into().unwrap(), ), } } fn to_size2(vec2: UVec2) -> guillotiere::Size { guillotiere::Size::new(vec2.x as i32, vec2.y as i32) }