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Update texture_atlas example with different padding and sampling #10073

Merged
merged 6 commits into from
Dec 14, 2023
204 changes: 181 additions & 23 deletions examples/2d/texture_atlas.rs
Original file line number Diff line number Diff line change
@@ -1,11 +1,17 @@
//! In this example we generate a new texture atlas (sprite sheet) from a folder containing
//! In this example we generate four texture atlases (sprite sheets) from a folder containing
//! individual sprites.
//!
//! The texture atlases are generated with different padding and sampling to demonstrate the
//! effect of these settings, and how bleeding issues can be resolved by padding the sprites.
//!
//! Only one padded and one unpadded texture atlas are rendered to the screen.
//! An upscaled sprite from each of the four atlases are rendered to the screen.

use bevy::{asset::LoadedFolder, prelude::*};
use bevy::{asset::LoadedFolder, prelude::*, render::texture::ImageSampler};

fn main() {
App::new()
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // fallback to nearest sampling
.add_state::<AppState>()
.add_systems(OnEnter(AppState::Setup), load_textures)
.add_systems(Update, check_textures.run_if(in_state(AppState::Setup)))
Expand Down Expand Up @@ -34,6 +40,7 @@ fn check_textures(
mut events: EventReader<AssetEvent<LoadedFolder>>,
) {
// Advance the `AppState` once all sprite handles have been loaded by the `AssetServer`
// and that the the font has been loaded by the `FontSystem`.
for event in events.read() {
if event.is_loaded_with_dependencies(&rpg_sprite_folder.0) {
next_state.set(AppState::Finished);
Expand All @@ -49,10 +56,145 @@ fn setup(
mut texture_atlases: ResMut<Assets<TextureAtlas>>,
mut textures: ResMut<Assets<Image>>,
) {
// Build a `TextureAtlas` using the individual sprites
let mut texture_atlas_builder = TextureAtlasBuilder::default();
let loaded_folder = loaded_folders.get(&rpg_sprite_handles.0).unwrap();
for handle in loaded_folder.handles.iter() {

// create texture atlases with different padding and sampling

let texture_atlas_linear = create_texture_atlas(
loaded_folder,
None,
Some(ImageSampler::linear()),
&mut textures,
);
let atlas_linear_handle = texture_atlases.add(texture_atlas_linear.clone());

let texture_atlas_nearest = create_texture_atlas(
loaded_folder,
None,
Some(ImageSampler::nearest()),
&mut textures,
);
let atlas_nearest_handle = texture_atlases.add(texture_atlas_nearest);

let texture_atlas_linear_padded = create_texture_atlas(
loaded_folder,
Some(UVec2::new(6, 6)),
Some(ImageSampler::linear()),
&mut textures,
);
let atlas_linear_padded_handle = texture_atlases.add(texture_atlas_linear_padded.clone());

let texture_atlas_nearest_padded = create_texture_atlas(
loaded_folder,
Some(UVec2::new(6, 6)),
Some(ImageSampler::nearest()),
&mut textures,
);
let atlas_nearest_padded_handle = texture_atlases.add(texture_atlas_nearest_padded);

// setup 2d scene
commands.spawn(Camera2dBundle::default());

// padded textures are to the right, unpadded to the left

// draw unpadded texture atlas
commands.spawn(SpriteBundle {
texture: texture_atlas_linear_padded.texture.clone(),
transform: Transform {
translation: Vec3::new(-250.0, -130.0, 0.0),
scale: Vec3::splat(0.8),
..default()
},
..default()
});

// draw padded texture atlas
commands.spawn(SpriteBundle {
texture: texture_atlas_linear_padded.texture,
transform: Transform {
translation: Vec3::new(250.0, -130.0, 0.0),
scale: Vec3::splat(0.8),
..default()
},
..default()
});

let font = asset_server.load("fonts/FiraSans-Bold.ttf");

// padding label text style
let text_style: TextStyle = TextStyle {
font: font.clone(),
font_size: 50.0,
color: Color::WHITE,
};

// labels to indicate padding

// No padding
create_label(
&mut commands,
(-250.0, 330.0, 0.0),
"No padding",
text_style.clone(),
);

// Padding
create_label(&mut commands, (250.0, 330.0, 0.0), "Padding", text_style);

// get handle to a sprite to render
let vendor_handle: Handle<Image> = asset_server
.get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png")
.unwrap();

// get index of the sprite in the texture atlas, this is used to render the sprite
// the index is the same for all the texture atlases, since they are created from the same folder
let vendor_index = texture_atlas_linear
.get_texture_index(&vendor_handle)
.unwrap();

// configuration array to render sprites through iteration
let configurations: [(&str, Handle<TextureAtlas>, f32); 4] = [
("Linear", atlas_linear_handle, -350.0),
("Nearest", atlas_nearest_handle, -150.0),
("Linear", atlas_linear_padded_handle, 150.0),
("Nearest", atlas_nearest_padded_handle, 350.0),
];

// label text style
let sampling_label_style = TextStyle {
font,
font_size: 30.0,
color: Color::WHITE,
};

let base_y = 170.0; // y position of the sprites

for (sampling, atlas_handle, x) in configurations {
// render a sprite from the texture_atlas
create_sprite_from_atlas(&mut commands, (x, base_y, 0.0), vendor_index, atlas_handle);

// render a label to indicate the sampling setting
create_label(
&mut commands,
(x, base_y + 110.0, 0.0), // offset to y position of the sprite
sampling,
sampling_label_style.clone(),
);
}
}

/// Create a texture atlas with the given padding and sampling settings
/// from the individual sprites in the given folder.
fn create_texture_atlas(
folder: &LoadedFolder,
padding: Option<UVec2>,
sampling: Option<ImageSampler>,
textures: &mut ResMut<Assets<Image>>,
) -> TextureAtlas {
// Build a `TextureAtlas` using the individual sprites
let mut texture_atlas_builder =
TextureAtlasBuilder::default().padding(padding.unwrap_or_default());
for handle in folder.handles.iter() {
let id = handle.id().typed_unchecked::<Image>();
let Some(texture) = textures.get(id) else {
warn!(
Expand All @@ -65,31 +207,47 @@ fn setup(
texture_atlas_builder.add_texture(id, texture);
}

let texture_atlas = texture_atlas_builder.finish(&mut textures).unwrap();
let texture_atlas_texture = texture_atlas.texture.clone();
let vendor_handle = asset_server
.get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png")
.unwrap();
let vendor_index = texture_atlas.get_texture_index(&vendor_handle).unwrap();
let atlas_handle = texture_atlases.add(texture_atlas);
let texture_atlas = texture_atlas_builder.finish(textures).unwrap();

// set up a scene to display our texture atlas
commands.spawn(Camera2dBundle::default());
// draw a sprite from the atlas
// Update the sampling settings of the texture atlas
let image = textures.get_mut(&texture_atlas.texture).unwrap();
image.sampler = sampling.unwrap_or_default();

texture_atlas
}

/// Create and spawn a sprite from a texture atlas
fn create_sprite_from_atlas(
commands: &mut Commands,
translation: (f32, f32, f32),
sprite_index: usize,
atlas_handle: Handle<TextureAtlas>,
) {
commands.spawn(SpriteSheetBundle {
transform: Transform {
translation: Vec3::new(150.0, 0.0, 0.0),
scale: Vec3::splat(4.0),
translation: Vec3::new(translation.0, translation.1, translation.2),
scale: Vec3::splat(3.0),
..default()
},
sprite: TextureAtlasSprite::new(vendor_index),
sprite: TextureAtlasSprite::new(sprite_index),
texture_atlas: atlas_handle,
..default()
});
// draw the atlas itself
commands.spawn(SpriteBundle {
texture: texture_atlas_texture,
transform: Transform::from_xyz(-300.0, 0.0, 0.0),
}

/// Create and spawn a label (text)
fn create_label(
commands: &mut Commands,
translation: (f32, f32, f32),
text: &str,
text_style: TextStyle,
) {
commands.spawn(Text2dBundle {
text: Text::from_section(text, text_style).with_justify(JustifyText::Center),
transform: Transform {
translation: Vec3::new(translation.0, translation.1, translation.2),
..default()
},
..default()
});
}