bevy/examples/2d/texture_atlas.rs
Bude 3851679173
Allow TextureAtlasBuilder in AssetLoader (#11548)
# Objective

Allow TextureAtlasBuilder in AssetLoader.
Fixes #2987

## Solution

- TextureAtlasBuilder no longer hold just AssetIds that are used to
retrieve the actual image data in `finish`, but &Image instead.
- TextureAtlasBuilder now required AssetId only optionally (and it is
only used to retrieve the index from the AssetId in TextureAtlasLayout),

## Issues

- The issue mentioned here
https://github.com/bevyengine/bevy/pull/11474#issuecomment-1904676937
now also extends to the actual atlas texture. In short: Calling
add_texture multiple times for the same texture will lead to duplicate
image data in the atlas texture and additional indices.
If you provide an AssetId we can probably do something to de-duplicate
the entries while keeping insertion order (suggestions welcome on how
exactly). But if you don't then we are out of luck (unless we can and
want to hash the image, which I do not think we want).

---

## Changelog

### Changed
- TextureAtlasBuilder `add_texture` can be called without providing an
AssetId
- TextureAtlasBuilder `finish` no longer takes Assets<Image> and no
longer returns a Handle<Image>

## Migration Guide

- For `add_texture` you need to wrap your AssetId in Some
- `finish` now returns the atlas texture image directly instead of a
handle. Provide the atlas texture to `add` on Assets<Texture> to get a
Handle<Image>
2024-01-27 16:16:44 +00:00

274 lines
8.5 KiB
Rust

//! In this example we generate four texture atlases (sprite sheets) from a folder containing
//! individual sprites.
//!
//! The texture atlases are generated with different padding and sampling to demonstrate the
//! effect of these settings, and how bleeding issues can be resolved by padding the sprites.
//!
//! Only one padded and one unpadded texture atlas are rendered to the screen.
//! An upscaled sprite from each of the four atlases are rendered to the screen.
use bevy::{asset::LoadedFolder, prelude::*, render::texture::ImageSampler};
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // fallback to nearest sampling
.init_state::<AppState>()
.add_systems(OnEnter(AppState::Setup), load_textures)
.add_systems(Update, check_textures.run_if(in_state(AppState::Setup)))
.add_systems(OnEnter(AppState::Finished), setup)
.run();
}
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, Hash, States)]
enum AppState {
#[default]
Setup,
Finished,
}
#[derive(Resource, Default)]
struct RpgSpriteFolder(Handle<LoadedFolder>);
fn load_textures(mut commands: Commands, asset_server: Res<AssetServer>) {
// load multiple, individual sprites from a folder
commands.insert_resource(RpgSpriteFolder(asset_server.load_folder("textures/rpg")));
}
fn check_textures(
mut next_state: ResMut<NextState<AppState>>,
rpg_sprite_folder: Res<RpgSpriteFolder>,
mut events: EventReader<AssetEvent<LoadedFolder>>,
) {
// Advance the `AppState` once all sprite handles have been loaded by the `AssetServer`
// and that the the font has been loaded by the `FontSystem`.
for event in events.read() {
if event.is_loaded_with_dependencies(&rpg_sprite_folder.0) {
next_state.set(AppState::Finished);
}
}
}
fn setup(
mut commands: Commands,
rpg_sprite_handles: Res<RpgSpriteFolder>,
asset_server: Res<AssetServer>,
mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
loaded_folders: Res<Assets<LoadedFolder>>,
mut textures: ResMut<Assets<Image>>,
) {
let loaded_folder = loaded_folders.get(&rpg_sprite_handles.0).unwrap();
// create texture atlases with different padding and sampling
let (texture_atlas_linear, linear_texture) = create_texture_atlas(
loaded_folder,
None,
Some(ImageSampler::linear()),
&mut textures,
);
let atlas_linear_handle = texture_atlases.add(texture_atlas_linear.clone());
let (texture_atlas_nearest, nearest_texture) = create_texture_atlas(
loaded_folder,
None,
Some(ImageSampler::nearest()),
&mut textures,
);
let atlas_nearest_handle = texture_atlases.add(texture_atlas_nearest);
let (texture_atlas_linear_padded, linear_padded_texture) = create_texture_atlas(
loaded_folder,
Some(UVec2::new(6, 6)),
Some(ImageSampler::linear()),
&mut textures,
);
let atlas_linear_padded_handle = texture_atlases.add(texture_atlas_linear_padded.clone());
let (texture_atlas_nearest_padded, nearest_padded_texture) = create_texture_atlas(
loaded_folder,
Some(UVec2::new(6, 6)),
Some(ImageSampler::nearest()),
&mut textures,
);
let atlas_nearest_padded_handle = texture_atlases.add(texture_atlas_nearest_padded);
// setup 2d scene
commands.spawn(Camera2dBundle::default());
// padded textures are to the right, unpadded to the left
// draw unpadded texture atlas
commands.spawn(SpriteBundle {
texture: linear_texture.clone(),
transform: Transform {
translation: Vec3::new(-250.0, -130.0, 0.0),
scale: Vec3::splat(0.8),
..default()
},
..default()
});
// draw padded texture atlas
commands.spawn(SpriteBundle {
texture: linear_padded_texture.clone(),
transform: Transform {
translation: Vec3::new(250.0, -130.0, 0.0),
scale: Vec3::splat(0.8),
..default()
},
..default()
});
let font = asset_server.load("fonts/FiraSans-Bold.ttf");
// padding label text style
let text_style: TextStyle = TextStyle {
font: font.clone(),
font_size: 50.0,
color: Color::WHITE,
};
// labels to indicate padding
// No padding
create_label(
&mut commands,
(-250.0, 330.0, 0.0),
"No padding",
text_style.clone(),
);
// Padding
create_label(&mut commands, (250.0, 330.0, 0.0), "Padding", text_style);
// get handle to a sprite to render
let vendor_handle: Handle<Image> = asset_server
.get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png")
.unwrap();
// get index of the sprite in the texture atlas, this is used to render the sprite
// the index is the same for all the texture atlases, since they are created from the same folder
let vendor_index = texture_atlas_linear
.get_texture_index(&vendor_handle)
.unwrap();
// configuration array to render sprites through iteration
let configurations: [(&str, Handle<TextureAtlasLayout>, Handle<Image>, f32); 4] = [
("Linear", atlas_linear_handle, linear_texture, -350.0),
("Nearest", atlas_nearest_handle, nearest_texture, -150.0),
(
"Linear",
atlas_linear_padded_handle,
linear_padded_texture,
150.0,
),
(
"Nearest",
atlas_nearest_padded_handle,
nearest_padded_texture,
350.0,
),
];
// label text style
let sampling_label_style = TextStyle {
font,
font_size: 30.0,
color: Color::WHITE,
};
let base_y = 170.0; // y position of the sprites
for (sampling, atlas_handle, image_handle, x) in configurations {
// render a sprite from the texture_atlas
create_sprite_from_atlas(
&mut commands,
(x, base_y, 0.0),
vendor_index,
atlas_handle,
image_handle,
);
// render a label to indicate the sampling setting
create_label(
&mut commands,
(x, base_y + 110.0, 0.0), // offset to y position of the sprite
sampling,
sampling_label_style.clone(),
);
}
}
/// Create a texture atlas with the given padding and sampling settings
/// from the individual sprites in the given folder.
fn create_texture_atlas(
folder: &LoadedFolder,
padding: Option<UVec2>,
sampling: Option<ImageSampler>,
textures: &mut ResMut<Assets<Image>>,
) -> (TextureAtlasLayout, Handle<Image>) {
// Build a `TextureAtlas` using the individual sprites
let mut texture_atlas_builder =
TextureAtlasBuilder::default().padding(padding.unwrap_or_default());
for handle in folder.handles.iter() {
let id = handle.id().typed_unchecked::<Image>();
let Some(texture) = textures.get(id) else {
warn!(
"{:?} did not resolve to an `Image` asset.",
handle.path().unwrap()
);
continue;
};
texture_atlas_builder.add_texture(Some(id), texture);
}
let (texture_atlas, texture) = texture_atlas_builder.finish().unwrap();
let texture = textures.add(texture);
// Update the sampling settings of the texture atlas
let image = textures.get_mut(&texture).unwrap();
image.sampler = sampling.unwrap_or_default();
(texture_atlas, texture)
}
/// Create and spawn a sprite from a texture atlas
fn create_sprite_from_atlas(
commands: &mut Commands,
translation: (f32, f32, f32),
sprite_index: usize,
atlas_handle: Handle<TextureAtlasLayout>,
texture: Handle<Image>,
) {
commands.spawn(SpriteSheetBundle {
transform: Transform {
translation: Vec3::new(translation.0, translation.1, translation.2),
scale: Vec3::splat(3.0),
..default()
},
texture,
atlas: TextureAtlas {
index: sprite_index,
layout: atlas_handle,
},
..default()
});
}
/// Create and spawn a label (text)
fn create_label(
commands: &mut Commands,
translation: (f32, f32, f32),
text: &str,
text_style: TextStyle,
) {
commands.spawn(Text2dBundle {
text: Text::from_section(text, text_style).with_justify(JustifyText::Center),
transform: Transform {
translation: Vec3::new(translation.0, translation.1, translation.2),
..default()
},
..default()
});
}