mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 06:00:20 +00:00
7d40e3ec87
# Objective Continue migration of bevy APIs to required components, following guidance of https://hackmd.io/@bevy/required_components/ ## Solution - Make `Sprite` require `Transform` and `Visibility` and `SyncToRenderWorld` - move image and texture atlas handles into `Sprite` - deprecate `SpriteBundle` - remove engine uses of `SpriteBundle` ## Testing ran cargo tests on bevy_sprite and tested several sprite examples. --- ## Migration Guide Replace all uses of `SpriteBundle` with `Sprite`. There are several new convenience constructors: `Sprite::from_image`, `Sprite::from_atlas_image`, `Sprite::from_color`. WARNING: use of `Handle<Image>` and `TextureAtlas` as components on sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead. I would have removed the `Component` impls from `TextureAtlas` and `Handle<Image>` except it is still used within ui. We should fix this moving forward with the migration.
129 lines
4.6 KiB
Rust
129 lines
4.6 KiB
Rust
//! Example of how to draw to a texture from the CPU.
|
|
//!
|
|
//! You can set the values of individual pixels to whatever you want.
|
|
//! Bevy provides user-friendly APIs that work with [`Color`](bevy::color::Color)
|
|
//! values and automatically perform any necessary conversions and encoding
|
|
//! into the texture's native pixel format.
|
|
|
|
use bevy::color::{color_difference::EuclideanDistance, palettes::css};
|
|
use bevy::prelude::*;
|
|
use bevy::render::{
|
|
render_asset::RenderAssetUsages,
|
|
render_resource::{Extent3d, TextureDimension, TextureFormat},
|
|
};
|
|
use rand::Rng;
|
|
|
|
const IMAGE_WIDTH: u32 = 256;
|
|
const IMAGE_HEIGHT: u32 = 256;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
// In this example, we will use a fixed timestep to draw a pattern on the screen
|
|
// one pixel at a time, so the pattern will gradually emerge over time, and
|
|
// the speed at which it appears is not tied to the framerate.
|
|
// Let's make the fixed update very fast, so it doesn't take too long. :)
|
|
.insert_resource(Time::<Fixed>::from_hz(1024.0))
|
|
.add_systems(Startup, setup)
|
|
.add_systems(FixedUpdate, draw)
|
|
.run();
|
|
}
|
|
|
|
/// Store the image handle that we will draw to, here.
|
|
#[derive(Resource)]
|
|
struct MyProcGenImage(Handle<Image>);
|
|
|
|
fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
|
|
// spawn a camera
|
|
commands.spawn(Camera2d);
|
|
|
|
// create an image that we are going to draw into
|
|
let mut image = Image::new_fill(
|
|
// 2D image of size 256x256
|
|
Extent3d {
|
|
width: IMAGE_WIDTH,
|
|
height: IMAGE_HEIGHT,
|
|
depth_or_array_layers: 1,
|
|
},
|
|
TextureDimension::D2,
|
|
// Initialize it with a beige color
|
|
&(css::BEIGE.to_u8_array()),
|
|
// Use the same encoding as the color we set
|
|
TextureFormat::Rgba8UnormSrgb,
|
|
RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
|
|
);
|
|
|
|
// to make it extra fancy, we can set the Alpha of each pixel
|
|
// so that it fades out in a circular fashion
|
|
for y in 0..IMAGE_HEIGHT {
|
|
for x in 0..IMAGE_WIDTH {
|
|
let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
|
|
let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
|
|
let r = Vec2::new(x as f32, y as f32).distance(center);
|
|
let a = 1.0 - (r / max_radius).clamp(0.0, 1.0);
|
|
|
|
// here we will set the A value by accessing the raw data bytes
|
|
// (it is the 4th byte of each pixel, as per our `TextureFormat`)
|
|
|
|
// find our pixel by its coordinates
|
|
let pixel_bytes = image.pixel_bytes_mut(UVec3::new(x, y, 0)).unwrap();
|
|
// convert our f32 to u8
|
|
pixel_bytes[3] = (a * u8::MAX as f32) as u8;
|
|
}
|
|
}
|
|
|
|
// add it to Bevy's assets, so it can be used for rendering
|
|
// this will give us a handle we can use
|
|
// (to display it in a sprite, or as part of UI, etc.)
|
|
let handle = images.add(image);
|
|
|
|
// create a sprite entity using our image
|
|
commands.spawn(Sprite::from_image(handle.clone()));
|
|
commands.insert_resource(MyProcGenImage(handle));
|
|
}
|
|
|
|
/// Every fixed update tick, draw one more pixel to make a spiral pattern
|
|
fn draw(
|
|
my_handle: Res<MyProcGenImage>,
|
|
mut images: ResMut<Assets<Image>>,
|
|
// used to keep track of where we are
|
|
mut i: Local<u32>,
|
|
mut draw_color: Local<Color>,
|
|
) {
|
|
let mut rng = rand::thread_rng();
|
|
|
|
if *i == 0 {
|
|
// Generate a random color on first run.
|
|
*draw_color = Color::linear_rgb(rng.gen(), rng.gen(), rng.gen());
|
|
}
|
|
|
|
// Get the image from Bevy's asset storage.
|
|
let image = images.get_mut(&my_handle.0).expect("Image not found");
|
|
|
|
// Compute the position of the pixel to draw.
|
|
|
|
let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
|
|
let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
|
|
let rot_speed = 0.0123;
|
|
let period = 0.12345;
|
|
|
|
let r = ops::sin(*i as f32 * period) * max_radius;
|
|
let xy = Vec2::from_angle(*i as f32 * rot_speed) * r + center;
|
|
let (x, y) = (xy.x as u32, xy.y as u32);
|
|
|
|
// Get the old color of that pixel.
|
|
let old_color = image.get_color_at(x, y).unwrap();
|
|
|
|
// If the old color is our current color, change our drawing color.
|
|
let tolerance = 1.0 / 255.0;
|
|
if old_color.distance(&draw_color) <= tolerance {
|
|
*draw_color = Color::linear_rgb(rng.gen(), rng.gen(), rng.gen());
|
|
}
|
|
|
|
// Set the new color, but keep old alpha value from image.
|
|
image
|
|
.set_color_at(x, y, draw_color.with_alpha(old_color.alpha()))
|
|
.unwrap();
|
|
|
|
*i += 1;
|
|
}
|