bevy/crates/bevy_sprite/src/dynamic_texture_atlas_builder.rs
Robert Swain ab7cbfa8fc
Consolidate Render(Ui)Materials(2d) into RenderAssets (#12827)
# Objective

- Replace `RenderMaterials` / `RenderMaterials2d` / `RenderUiMaterials`
with `RenderAssets` to enable implementing changes to one thing,
`RenderAssets`, that applies to all use cases rather than duplicating
changes everywhere for multiple things that should be one thing.
- Adopts #8149 

## Solution

- Make RenderAsset generic over the destination type rather than the
source type as in #8149
- Use `RenderAssets<PreparedMaterial<M>>` etc for render materials

---

## Changelog

- Changed:
- The `RenderAsset` trait is now implemented on the destination type.
Its `SourceAsset` associated type refers to the type of the source
asset.
- `RenderMaterials`, `RenderMaterials2d`, and `RenderUiMaterials` have
been replaced by `RenderAssets<PreparedMaterial<M>>` and similar.

## Migration Guide

- `RenderAsset` is now implemented for the destination type rather that
the source asset type. The source asset type is now the `RenderAsset`
trait's `SourceAsset` associated type.
2024-04-09 13:26:34 +00:00

112 lines
4.1 KiB
Rust

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<Image>,
texture: &Image,
atlas_texture_handle: &Handle<Image>,
) -> Option<usize> {
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!(
<GpuImage as RenderAsset>::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)
}