mirror of
https://github.com/bevyengine/bevy
synced 2024-12-24 12:03:14 +00:00
40640fdf42
# Objective Fixes #15940 ## Solution Remove the `pub use` and fix the compile errors. Make `bevy_image` available as `bevy::image`. ## Testing Feature Frenzy would be good here! Maybe I'll learn how to use it if I have some time this weekend, or maybe a reviewer can use it. ## Migration Guide Use `bevy_image` instead of `bevy_render::texture` items. --------- Co-authored-by: chompaa <antony.m.3012@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
137 lines
4.6 KiB
Rust
137 lines
4.6 KiB
Rust
//! Shows how to modify texture assets after spawning.
|
|
|
|
use bevy::{
|
|
image::ImageLoaderSettings, input::common_conditions::input_just_pressed, prelude::*,
|
|
render::render_asset::RenderAssetUsages,
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, (setup, spawn_text))
|
|
.add_systems(
|
|
Update,
|
|
alter_handle.run_if(input_just_pressed(KeyCode::Space)),
|
|
)
|
|
.add_systems(
|
|
Update,
|
|
alter_asset.run_if(input_just_pressed(KeyCode::Enter)),
|
|
)
|
|
.run();
|
|
}
|
|
|
|
#[derive(Component, Debug)]
|
|
enum Bird {
|
|
Normal,
|
|
Logo,
|
|
}
|
|
|
|
impl Bird {
|
|
fn get_texture_path(&self) -> String {
|
|
match self {
|
|
Bird::Normal => "branding/bevy_bird_dark.png".into(),
|
|
Bird::Logo => "branding/bevy_logo_dark.png".into(),
|
|
}
|
|
}
|
|
|
|
fn set_next_variant(&mut self) {
|
|
*self = match self {
|
|
Bird::Normal => Bird::Logo,
|
|
Bird::Logo => Bird::Normal,
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Component, Debug)]
|
|
struct Left;
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
let bird_left = Bird::Normal;
|
|
let bird_right = Bird::Normal;
|
|
commands.spawn(Camera2d);
|
|
|
|
let texture_left = asset_server.load_with_settings(
|
|
bird_left.get_texture_path(),
|
|
// `RenderAssetUsages::all()` is already the default, so the line below could be omitted.
|
|
// It's helpful to know it exists, however.
|
|
//
|
|
// `RenderAssetUsages` tell Bevy whether to keep the data around:
|
|
// - for the GPU (`RenderAssetUsages::RENDER_WORLD`),
|
|
// - for the CPU (`RenderAssetUsages::MAIN_WORLD`),
|
|
// - or both.
|
|
// `RENDER_WORLD` is necessary to render the image, `MAIN_WORLD` is necessary to inspect
|
|
// and modify the image (via `ResMut<Assets<Image>>`).
|
|
//
|
|
// Since most games will not need to modify textures at runtime, many developers opt to pass
|
|
// only `RENDER_WORLD`. This is more memory efficient, as we don't need to keep the image in
|
|
// RAM. For this example however, this would not work, as we need to inspect and modify the
|
|
// image at runtime.
|
|
|settings: &mut ImageLoaderSettings| settings.asset_usage = RenderAssetUsages::all(),
|
|
);
|
|
|
|
commands.spawn((
|
|
Name::new("Bird Left"),
|
|
// This marker component ensures we can easily find either of the Birds by using With and
|
|
// Without query filters.
|
|
Left,
|
|
Sprite::from_image(texture_left),
|
|
Transform::from_xyz(-200.0, 0.0, 0.0),
|
|
bird_left,
|
|
));
|
|
|
|
commands.spawn((
|
|
Name::new("Bird Right"),
|
|
// In contrast to the above, here we rely on the default `RenderAssetUsages` loader setting
|
|
Sprite::from_image(asset_server.load(bird_right.get_texture_path())),
|
|
Transform::from_xyz(200.0, 0.0, 0.0),
|
|
bird_right,
|
|
));
|
|
}
|
|
|
|
fn spawn_text(mut commands: Commands) {
|
|
commands.spawn((
|
|
Name::new("Instructions"),
|
|
Text::new(
|
|
"Space: swap the right sprite's image handle\n\
|
|
Return: modify the image Asset of the left sprite, affecting all uses of it",
|
|
),
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.),
|
|
left: Val::Px(12.),
|
|
..default()
|
|
},
|
|
));
|
|
}
|
|
|
|
fn alter_handle(
|
|
asset_server: Res<AssetServer>,
|
|
right_bird: Single<(&mut Bird, &mut Sprite), Without<Left>>,
|
|
) {
|
|
// Image handles, like other parts of the ECS, can be queried as mutable and modified at
|
|
// runtime. We only spawned one bird without the `Left` marker component.
|
|
let (mut bird, mut sprite) = right_bird.into_inner();
|
|
|
|
// Switch to a new Bird variant
|
|
bird.set_next_variant();
|
|
|
|
// Modify the handle associated with the Bird on the right side. Note that we will only
|
|
// have to load the same path from storage media once: repeated attempts will re-use the
|
|
// asset.
|
|
sprite.image = asset_server.load(bird.get_texture_path());
|
|
}
|
|
|
|
fn alter_asset(mut images: ResMut<Assets<Image>>, left_bird: Single<&Sprite, With<Left>>) {
|
|
// Obtain a mutable reference to the Image asset.
|
|
let Some(image) = images.get_mut(&left_bird.image) else {
|
|
return;
|
|
};
|
|
|
|
for pixel in &mut image.data {
|
|
// Directly modify the asset data, which will affect all users of this asset. By
|
|
// contrast, mutating the handle (as we did above) affects only one copy. In this case,
|
|
// we'll just invert the colors, by way of demonstration. Notice that both uses of the
|
|
// asset show the change, not just the one on the left.
|
|
*pixel = 255 - *pixel;
|
|
}
|
|
}
|