bevy/crates/bevy_text/src/font_atlas.rs
Félix Lescaudey de Maneville 135c7240f1
Texture Atlas rework (#5103)
# Objective

> Old MR: #5072 
> ~~Associated UI MR: #5070~~
> Adresses #1618

Unify sprite management

## Solution

- Remove the `Handle<Image>` field in `TextureAtlas` which is the main
cause for all the boilerplate
- Remove the redundant `TextureAtlasSprite` component
- Renamed `TextureAtlas` asset to `TextureAtlasLayout`
([suggestion](https://github.com/bevyengine/bevy/pull/5103#discussion_r917281844))
- Add a `TextureAtlas` component, containing the atlas layout handle and
the section index

The difference between this solution and #5072 is that instead of the
`enum` approach is that we can more easily manipulate texture sheets
without any breaking changes for classic `SpriteBundle`s (@mockersf
[comment](https://github.com/bevyengine/bevy/pull/5072#issuecomment-1165836139))

Also, this approach is more *data oriented* extracting the
`Handle<Image>` and avoiding complex texture atlas manipulations to
retrieve the texture in both applicative and engine code.
With this method, the only difference between a `SpriteBundle` and a
`SpriteSheetBundle` is an **additional** component storing the atlas
handle and the index.

~~This solution can be applied to `bevy_ui` as well (see #5070).~~

EDIT: I also applied this solution to Bevy UI

## Changelog

- (**BREAKING**) Removed `TextureAtlasSprite`
- (**BREAKING**) Renamed `TextureAtlas` to `TextureAtlasLayout`
- (**BREAKING**) `SpriteSheetBundle`:
  - Uses a  `Sprite` instead of a `TextureAtlasSprite` component
- Has a `texture` field containing a `Handle<Image>` like the
`SpriteBundle`
- Has a new `TextureAtlas` component instead of a
`Handle<TextureAtlasLayout>`
- (**BREAKING**) `DynamicTextureAtlasBuilder::add_texture` takes an
additional `&Handle<Image>` parameter
- (**BREAKING**) `TextureAtlasLayout::from_grid` no longer takes a
`Handle<Image>` parameter
- (**BREAKING**) `TextureAtlasBuilder::finish` now returns a
`Result<(TextureAtlasLayout, Handle<Image>), _>`
- `bevy_text`:
  - `GlyphAtlasInfo` stores the texture `Handle<Image>`
  - `FontAtlas` stores the texture `Handle<Image>`
- `bevy_ui`:
- (**BREAKING**) Removed `UiAtlasImage` , the atlas bundle is now
identical to the `ImageBundle` with an additional `TextureAtlas`

## Migration Guide

* Sprites

```diff
fn my_system(
  mut images: ResMut<Assets<Image>>, 
-  mut atlases: ResMut<Assets<TextureAtlas>>, 
+  mut atlases: ResMut<Assets<TextureAtlasLayout>>, 
  asset_server: Res<AssetServer>
) {
    let texture_handle: asset_server.load("my_texture.png");
-   let layout = TextureAtlas::from_grid(texture_handle, Vec2::new(25.0, 25.0), 5, 5, None, None);
+   let layout = TextureAtlasLayout::from_grid(Vec2::new(25.0, 25.0), 5, 5, None, None);
    let layout_handle = atlases.add(layout);
    commands.spawn(SpriteSheetBundle {
-      sprite: TextureAtlasSprite::new(0),
-      texture_atlas: atlas_handle,
+      atlas: TextureAtlas {
+         layout: layout_handle,
+         index: 0
+      },
+      texture: texture_handle,
       ..Default::default()
     });
}
```
* UI


```diff
fn my_system(
  mut images: ResMut<Assets<Image>>, 
-  mut atlases: ResMut<Assets<TextureAtlas>>, 
+  mut atlases: ResMut<Assets<TextureAtlasLayout>>, 
  asset_server: Res<AssetServer>
) {
    let texture_handle: asset_server.load("my_texture.png");
-   let layout = TextureAtlas::from_grid(texture_handle, Vec2::new(25.0, 25.0), 5, 5, None, None);
+   let layout = TextureAtlasLayout::from_grid(Vec2::new(25.0, 25.0), 5, 5, None, None);
    let layout_handle = atlases.add(layout);
    commands.spawn(AtlasImageBundle {
-      texture_atlas_image: UiTextureAtlasImage {
-           index: 0,
-           flip_x: false,
-           flip_y: false,
-       },
-      texture_atlas: atlas_handle,
+      atlas: TextureAtlas {
+         layout: layout_handle,
+         index: 0
+      },
+      image: UiImage {
+           texture: texture_handle,
+           flip_x: false,
+           flip_y: false,
+       },
       ..Default::default()
     });
}
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2024-01-16 13:59:08 +00:00

114 lines
3.3 KiB
Rust

use ab_glyph::{GlyphId, Point};
use bevy_asset::{Assets, Handle};
use bevy_math::Vec2;
use bevy_render::{
render_asset::RenderAssetPersistencePolicy,
render_resource::{Extent3d, TextureDimension, TextureFormat},
texture::Image,
};
use bevy_sprite::{DynamicTextureAtlasBuilder, TextureAtlasLayout};
use bevy_utils::HashMap;
#[cfg(feature = "subpixel_glyph_atlas")]
#[derive(Copy, Clone, Eq, PartialEq, Hash, Debug)]
pub struct SubpixelOffset {
x: u16,
y: u16,
}
#[cfg(feature = "subpixel_glyph_atlas")]
impl From<Point> for SubpixelOffset {
fn from(p: Point) -> Self {
fn f(v: f32) -> u16 {
((v % 1.) * (u16::MAX as f32)) as u16
}
Self {
x: f(p.x),
y: f(p.y),
}
}
}
#[cfg(not(feature = "subpixel_glyph_atlas"))]
#[derive(Copy, Clone, Eq, PartialEq, Hash, Debug)]
pub struct SubpixelOffset;
#[cfg(not(feature = "subpixel_glyph_atlas"))]
impl From<Point> for SubpixelOffset {
fn from(_: Point) -> Self {
Self
}
}
pub struct FontAtlas {
pub dynamic_texture_atlas_builder: DynamicTextureAtlasBuilder,
pub glyph_to_atlas_index: HashMap<(GlyphId, SubpixelOffset), usize>,
pub texture_atlas: Handle<TextureAtlasLayout>,
pub texture: Handle<Image>,
}
impl FontAtlas {
pub fn new(
textures: &mut Assets<Image>,
texture_atlases: &mut Assets<TextureAtlasLayout>,
size: Vec2,
) -> FontAtlas {
let texture = textures.add(Image::new_fill(
Extent3d {
width: size.x as u32,
height: size.y as u32,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&[0, 0, 0, 0],
TextureFormat::Rgba8UnormSrgb,
// Need to keep this image CPU persistent in order to add additional glyphs later on
RenderAssetPersistencePolicy::Keep,
));
let texture_atlas = TextureAtlasLayout::new_empty(size);
Self {
texture_atlas: texture_atlases.add(texture_atlas),
glyph_to_atlas_index: HashMap::default(),
dynamic_texture_atlas_builder: DynamicTextureAtlasBuilder::new(size, 0),
texture,
}
}
pub fn get_glyph_index(
&self,
glyph_id: GlyphId,
subpixel_offset: SubpixelOffset,
) -> Option<usize> {
self.glyph_to_atlas_index
.get(&(glyph_id, subpixel_offset))
.copied()
}
pub fn has_glyph(&self, glyph_id: GlyphId, subpixel_offset: SubpixelOffset) -> bool {
self.glyph_to_atlas_index
.contains_key(&(glyph_id, subpixel_offset))
}
pub fn add_glyph(
&mut self,
textures: &mut Assets<Image>,
texture_atlases: &mut Assets<TextureAtlasLayout>,
glyph_id: GlyphId,
subpixel_offset: SubpixelOffset,
texture: &Image,
) -> bool {
let texture_atlas = texture_atlases.get_mut(&self.texture_atlas).unwrap();
if let Some(index) = self.dynamic_texture_atlas_builder.add_texture(
texture_atlas,
textures,
texture,
&self.texture,
) {
self.glyph_to_atlas_index
.insert((glyph_id, subpixel_offset), index);
true
} else {
false
}
}
}