mirror of
https://github.com/bevyengine/bevy
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6f7d0e5725
# Objective Currently text is recomputed unnecessarily on any changes to its color, which is extremely expensive. ## Solution Split up `TextStyle` into two separate components `TextFont` and `TextColor`. ## Testing I added this system to `many_buttons`: ```rust fn set_text_colors_changed(mut colors: Query<&mut TextColor>) { for mut text_color in colors.iter_mut() { text_color.set_changed(); } } ``` reports ~4fps on main, ~50fps with this PR. ## Migration Guide `TextStyle` has been renamed to `TextFont` and its `color` field has been moved to a separate component named `TextColor` which newtypes `Color`.
289 lines
8.6 KiB
Rust
289 lines
8.6 KiB
Rust
//! In this example we generate four texture atlases (sprite sheets) from a folder containing
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//! individual sprites.
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//!
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//! The texture atlases are generated with different padding and sampling to demonstrate the
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//! effect of these settings, and how bleeding issues can be resolved by padding the sprites.
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//!
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//! Only one padded and one unpadded texture atlas are rendered to the screen.
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//! An upscaled sprite from each of the four atlases are rendered to the screen.
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use bevy::{asset::LoadedFolder, prelude::*, render::texture::ImageSampler};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // fallback to nearest sampling
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.init_state::<AppState>()
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.add_systems(OnEnter(AppState::Setup), load_textures)
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.add_systems(Update, check_textures.run_if(in_state(AppState::Setup)))
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.add_systems(OnEnter(AppState::Finished), setup)
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.run();
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}
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#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, Hash, States)]
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enum AppState {
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#[default]
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Setup,
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Finished,
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}
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#[derive(Resource, Default)]
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struct RpgSpriteFolder(Handle<LoadedFolder>);
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fn load_textures(mut commands: Commands, asset_server: Res<AssetServer>) {
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// load multiple, individual sprites from a folder
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commands.insert_resource(RpgSpriteFolder(asset_server.load_folder("textures/rpg")));
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}
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fn check_textures(
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mut next_state: ResMut<NextState<AppState>>,
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rpg_sprite_folder: Res<RpgSpriteFolder>,
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mut events: EventReader<AssetEvent<LoadedFolder>>,
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) {
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// Advance the `AppState` once all sprite handles have been loaded by the `AssetServer`
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for event in events.read() {
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if event.is_loaded_with_dependencies(&rpg_sprite_folder.0) {
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next_state.set(AppState::Finished);
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}
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}
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}
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fn setup(
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mut commands: Commands,
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rpg_sprite_handles: Res<RpgSpriteFolder>,
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asset_server: Res<AssetServer>,
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mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
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loaded_folders: Res<Assets<LoadedFolder>>,
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mut textures: ResMut<Assets<Image>>,
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) {
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let loaded_folder = loaded_folders.get(&rpg_sprite_handles.0).unwrap();
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// create texture atlases with different padding and sampling
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let (texture_atlas_linear, linear_sources, linear_texture) = create_texture_atlas(
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loaded_folder,
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None,
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Some(ImageSampler::linear()),
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&mut textures,
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);
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let atlas_linear_handle = texture_atlases.add(texture_atlas_linear);
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let (texture_atlas_nearest, nearest_sources, nearest_texture) = create_texture_atlas(
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loaded_folder,
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None,
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Some(ImageSampler::nearest()),
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&mut textures,
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);
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let atlas_nearest_handle = texture_atlases.add(texture_atlas_nearest);
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let (texture_atlas_linear_padded, linear_padded_sources, linear_padded_texture) =
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create_texture_atlas(
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loaded_folder,
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Some(UVec2::new(6, 6)),
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Some(ImageSampler::linear()),
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&mut textures,
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);
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let atlas_linear_padded_handle = texture_atlases.add(texture_atlas_linear_padded.clone());
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let (texture_atlas_nearest_padded, nearest_padded_sources, nearest_padded_texture) =
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create_texture_atlas(
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loaded_folder,
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Some(UVec2::new(6, 6)),
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Some(ImageSampler::nearest()),
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&mut textures,
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);
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let atlas_nearest_padded_handle = texture_atlases.add(texture_atlas_nearest_padded);
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// setup 2d scene
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commands.spawn(Camera2d);
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// padded textures are to the right, unpadded to the left
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// draw unpadded texture atlas
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commands.spawn((
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Sprite::from_image(linear_texture.clone()),
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Transform {
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translation: Vec3::new(-250.0, -130.0, 0.0),
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scale: Vec3::splat(0.8),
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..default()
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},
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));
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// draw padded texture atlas
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commands.spawn((
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Sprite::from_image(linear_padded_texture.clone()),
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Transform {
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translation: Vec3::new(250.0, -130.0, 0.0),
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scale: Vec3::splat(0.8),
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..default()
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},
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));
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let font = asset_server.load("fonts/FiraSans-Bold.ttf");
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// padding label text style
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let text_style: TextFont = TextFont {
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font: font.clone(),
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font_size: 42.0,
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..default()
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};
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// labels to indicate padding
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// No padding
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create_label(
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&mut commands,
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(-250.0, 330.0, 0.0),
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"No padding",
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text_style.clone(),
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);
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// Padding
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create_label(&mut commands, (250.0, 330.0, 0.0), "Padding", text_style);
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// get handle to a sprite to render
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let vendor_handle: Handle<Image> = asset_server
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.get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png")
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.unwrap();
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// configuration array to render sprites through iteration
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let configurations: [(
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&str,
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Handle<TextureAtlasLayout>,
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TextureAtlasSources,
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Handle<Image>,
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f32,
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); 4] = [
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(
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"Linear",
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atlas_linear_handle,
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linear_sources,
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linear_texture,
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-350.0,
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),
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(
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"Nearest",
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atlas_nearest_handle,
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nearest_sources,
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nearest_texture,
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-150.0,
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),
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(
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"Linear",
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atlas_linear_padded_handle,
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linear_padded_sources,
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linear_padded_texture,
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150.0,
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),
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(
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"Nearest",
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atlas_nearest_padded_handle,
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nearest_padded_sources,
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nearest_padded_texture,
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350.0,
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),
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];
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// label text style
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let sampling_label_style = TextFont {
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font,
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font_size: 25.0,
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..default()
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};
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let base_y = 170.0; // y position of the sprites
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for (sampling, atlas_handle, atlas_sources, atlas_texture, x) in configurations {
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// render a sprite from the texture_atlas
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create_sprite_from_atlas(
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&mut commands,
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(x, base_y, 0.0),
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atlas_texture,
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atlas_sources,
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atlas_handle,
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&vendor_handle,
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);
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// render a label to indicate the sampling setting
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create_label(
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&mut commands,
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(x, base_y + 110.0, 0.0), // offset to y position of the sprite
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sampling,
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sampling_label_style.clone(),
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);
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}
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}
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/// Create a texture atlas with the given padding and sampling settings
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/// from the individual sprites in the given folder.
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fn create_texture_atlas(
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folder: &LoadedFolder,
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padding: Option<UVec2>,
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sampling: Option<ImageSampler>,
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textures: &mut ResMut<Assets<Image>>,
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) -> (TextureAtlasLayout, TextureAtlasSources, Handle<Image>) {
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// Build a texture atlas using the individual sprites
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let mut texture_atlas_builder = TextureAtlasBuilder::default();
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texture_atlas_builder.padding(padding.unwrap_or_default());
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for handle in folder.handles.iter() {
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let id = handle.id().typed_unchecked::<Image>();
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let Some(texture) = textures.get(id) else {
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warn!(
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"{:?} did not resolve to an `Image` asset.",
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handle.path().unwrap()
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);
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continue;
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};
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texture_atlas_builder.add_texture(Some(id), texture);
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}
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let (texture_atlas_layout, texture_atlas_sources, texture) =
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texture_atlas_builder.build().unwrap();
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let texture = textures.add(texture);
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// Update the sampling settings of the texture atlas
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let image = textures.get_mut(&texture).unwrap();
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image.sampler = sampling.unwrap_or_default();
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(texture_atlas_layout, texture_atlas_sources, texture)
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}
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/// Create and spawn a sprite from a texture atlas
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fn create_sprite_from_atlas(
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commands: &mut Commands,
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translation: (f32, f32, f32),
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atlas_texture: Handle<Image>,
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atlas_sources: TextureAtlasSources,
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atlas_handle: Handle<TextureAtlasLayout>,
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vendor_handle: &Handle<Image>,
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) {
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commands.spawn((
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Transform {
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translation: Vec3::new(translation.0, translation.1, translation.2),
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scale: Vec3::splat(3.0),
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..default()
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},
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Sprite::from_atlas_image(
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atlas_texture,
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atlas_sources.handle(atlas_handle, vendor_handle).unwrap(),
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),
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));
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}
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/// Create and spawn a label (text)
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fn create_label(
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commands: &mut Commands,
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translation: (f32, f32, f32),
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text: &str,
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text_style: TextFont,
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) {
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commands.spawn((
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Text2d::new(text),
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text_style,
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TextLayout::new_with_justify(JustifyText::Center),
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Transform {
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translation: Vec3::new(translation.0, translation.1, translation.2),
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..default()
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},
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));
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}
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