mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 14:40:19 +00:00
b17f8a4bce
Uses the new unstable comment formatting features added to rustfmt.toml.
76 lines
2.4 KiB
Rust
76 lines
2.4 KiB
Rust
pub mod collide_aabb;
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pub mod entity;
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mod color_material;
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mod dynamic_texture_atlas_builder;
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mod rect;
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mod render;
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mod sprite;
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mod texture_atlas;
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mod texture_atlas_builder;
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pub mod prelude {
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pub use crate::{
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entity::{SpriteBundle, SpriteSheetBundle},
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ColorMaterial, Sprite, SpriteResizeMode, TextureAtlas, TextureAtlasSprite,
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};
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}
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pub use color_material::*;
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pub use dynamic_texture_atlas_builder::*;
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pub use rect::*;
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pub use render::*;
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pub use sprite::*;
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pub use texture_atlas::*;
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pub use texture_atlas_builder::*;
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use bevy_app::prelude::*;
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use bevy_asset::{AddAsset, Assets, Handle, HandleUntyped};
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use bevy_ecs::system::IntoSystem;
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use bevy_math::Vec2;
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use bevy_reflect::TypeUuid;
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use bevy_render::{
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mesh::{shape, Mesh},
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pipeline::PipelineDescriptor,
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render_graph::RenderGraph,
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shader::{asset_shader_defs_system, Shader},
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};
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use sprite::sprite_system;
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#[derive(Default)]
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pub struct SpritePlugin;
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pub const QUAD_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Mesh::TYPE_UUID, 14240461981130137526);
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impl Plugin for SpritePlugin {
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fn build(&self, app: &mut AppBuilder) {
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app.add_asset::<ColorMaterial>()
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.add_asset::<TextureAtlas>()
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.register_type::<Sprite>()
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.register_type::<SpriteResizeMode>()
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.add_system_to_stage(CoreStage::PostUpdate, sprite_system.system())
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.add_system_to_stage(
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CoreStage::PostUpdate,
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asset_shader_defs_system::<ColorMaterial>.system(),
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);
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let world = app.world_mut().cell();
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let mut render_graph = world.get_resource_mut::<RenderGraph>().unwrap();
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let mut pipelines = world
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.get_resource_mut::<Assets<PipelineDescriptor>>()
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.unwrap();
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let mut shaders = world.get_resource_mut::<Assets<Shader>>().unwrap();
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crate::render::add_sprite_graph(&mut render_graph, &mut pipelines, &mut shaders);
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let mut meshes = world.get_resource_mut::<Assets<Mesh>>().unwrap();
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let mut color_materials = world.get_resource_mut::<Assets<ColorMaterial>>().unwrap();
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color_materials.set_untracked(Handle::<ColorMaterial>::default(), ColorMaterial::default());
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meshes.set_untracked(
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QUAD_HANDLE,
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// Use a flipped quad because the camera is facing "forward" but quads should face
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// backward
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Mesh::from(shape::Quad::new(Vec2::new(1.0, 1.0))),
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)
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}
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}
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