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https://github.com/bevyengine/bevy
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# Objective
The physical width and height (pixels) of an image is always integers,
but for `GpuImage` bevy currently stores them as `Vec2` (`f32`).
Switching to `UVec2` makes this more consistent with the [underlying
texture data](https://docs.rs/wgpu/latest/wgpu/struct.Extent3d.html).
I'm not sure if this is worth the change in the surface level API. If
not, feel free to close this PR.
## Solution
- Replace uses of `Vec2` with `UVec2` when referring to texture
dimensions.
- Use integer types for the texture atlas dimensions and sections.
[`Sprite::rect`](a81a2d1da3/crates/bevy_sprite/src/sprite.rs (L29)
)
remains unchanged, so manually specifying a sub-pixel region of an image
is still possible.
---
## Changelog
- `GpuImage` now stores its size as `UVec2` instead of `Vec2`.
- Texture atlases store their size and sections as `UVec2` and `URect`
respectively.
- `UiImageSize` stores its size as `UVec2`.
## Migration Guide
- Change floating point types (`Vec2`, `Rect`) to their respective
unsigned integer versions (`UVec2`, `URect`) when using `GpuImage`,
`TextureAtlasLayout`, `TextureAtlasBuilder`,
`DynamicAtlasTextureBuilder` or `FontAtlas`.
114 lines
3.3 KiB
Rust
114 lines
3.3 KiB
Rust
use ab_glyph::{GlyphId, Point};
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use bevy_asset::{Assets, Handle};
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use bevy_math::UVec2;
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use bevy_render::{
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render_asset::RenderAssetUsages,
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render_resource::{Extent3d, TextureDimension, TextureFormat},
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texture::Image,
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};
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use bevy_sprite::{DynamicTextureAtlasBuilder, TextureAtlasLayout};
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use bevy_utils::HashMap;
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#[cfg(feature = "subpixel_glyph_atlas")]
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#[derive(Copy, Clone, Eq, PartialEq, Hash, Debug)]
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pub struct SubpixelOffset {
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x: u16,
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y: u16,
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}
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#[cfg(feature = "subpixel_glyph_atlas")]
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impl From<Point> for SubpixelOffset {
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fn from(p: Point) -> Self {
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fn f(v: f32) -> u16 {
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((v % 1.) * (u16::MAX as f32)) as u16
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}
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Self {
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x: f(p.x),
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y: f(p.y),
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}
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}
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}
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#[cfg(not(feature = "subpixel_glyph_atlas"))]
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#[derive(Copy, Clone, Eq, PartialEq, Hash, Debug)]
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pub struct SubpixelOffset;
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#[cfg(not(feature = "subpixel_glyph_atlas"))]
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impl From<Point> for SubpixelOffset {
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fn from(_: Point) -> Self {
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Self
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}
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}
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pub struct FontAtlas {
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pub dynamic_texture_atlas_builder: DynamicTextureAtlasBuilder,
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pub glyph_to_atlas_index: HashMap<(GlyphId, SubpixelOffset), usize>,
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pub texture_atlas: Handle<TextureAtlasLayout>,
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pub texture: Handle<Image>,
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}
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impl FontAtlas {
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pub fn new(
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textures: &mut Assets<Image>,
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texture_atlases: &mut Assets<TextureAtlasLayout>,
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size: UVec2,
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) -> FontAtlas {
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let texture = textures.add(Image::new_fill(
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Extent3d {
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width: size.x,
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height: size.y,
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depth_or_array_layers: 1,
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},
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TextureDimension::D2,
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&[0, 0, 0, 0],
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TextureFormat::Rgba8UnormSrgb,
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// Need to keep this image CPU persistent in order to add additional glyphs later on
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RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
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));
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let texture_atlas = TextureAtlasLayout::new_empty(size);
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Self {
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texture_atlas: texture_atlases.add(texture_atlas),
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glyph_to_atlas_index: HashMap::default(),
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dynamic_texture_atlas_builder: DynamicTextureAtlasBuilder::new(size, 0),
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texture,
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}
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}
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pub fn get_glyph_index(
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&self,
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glyph_id: GlyphId,
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subpixel_offset: SubpixelOffset,
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) -> Option<usize> {
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self.glyph_to_atlas_index
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.get(&(glyph_id, subpixel_offset))
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.copied()
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}
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pub fn has_glyph(&self, glyph_id: GlyphId, subpixel_offset: SubpixelOffset) -> bool {
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self.glyph_to_atlas_index
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.contains_key(&(glyph_id, subpixel_offset))
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}
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pub fn add_glyph(
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&mut self,
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textures: &mut Assets<Image>,
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texture_atlases: &mut Assets<TextureAtlasLayout>,
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glyph_id: GlyphId,
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subpixel_offset: SubpixelOffset,
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texture: &Image,
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) -> bool {
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let texture_atlas = texture_atlases.get_mut(&self.texture_atlas).unwrap();
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if let Some(index) = self.dynamic_texture_atlas_builder.add_texture(
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texture_atlas,
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textures,
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texture,
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&self.texture,
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) {
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self.glyph_to_atlas_index
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.insert((glyph_id, subpixel_offset), index);
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true
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} else {
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false
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}
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}
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}
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