SpriteSheet

Struct SpriteSheet 

Source
pub struct SpriteSheet { /* private fields */ }
Expand description

A sprite sheet containing uniformly-sized sprites in a grid layout.

All sprites in a sprite sheet have the same dimensions and are arranged in rows and columns. This makes it efficient for animations where each frame is the same size.

§Example

// Create a sprite sheet from a texture
let sprite_sheet = SpriteSheet::new(
    context,
    texture,
    SpriteSheetDescriptor {
        sprite_width: 32,
        sprite_height: 32,
        columns: 8,
        rows: 4,
        ..Default::default()
    },
);

// Get UV coordinates for sprite at index 5
let uv = sprite_sheet.sprite_uv(5);

// Or by row/column
let uv = sprite_sheet.sprite_uv_at(1, 2);

Implementations§

Source§

impl SpriteSheet

Source

pub fn new( texture: Texture, view: TextureView, texture_width: u32, texture_height: u32, descriptor: SpriteSheetDescriptor, ) -> Self

Create a new sprite sheet from an existing texture.

Source

pub fn from_data( context: &GraphicsContext, data: &[u8], texture_width: u32, texture_height: u32, descriptor: SpriteSheetDescriptor, ) -> Self

Create a sprite sheet from raw pixel data.

§Arguments
  • context - Graphics context
  • data - Raw RGBA pixel data
  • texture_width - Width of the texture in pixels
  • texture_height - Height of the texture in pixels
  • descriptor - Sprite sheet configuration
Examples found in repository?
examples/sprite_sheet.rs (lines 178-190)
148fn main() {
149    logging::init();
150
151    run_app(|ctx| {
152        let graphics_ctx = GraphicsContext::new_sync();
153        let mut windows = HashMap::new();
154
155        let scale = Window::platform_dpi() as f32;
156        let window = ctx
157            .create_window(WindowDescriptor {
158                title: "Sprite Sheet Animation Example".to_string(),
159                size: Some(PhysicalSize::new(400.0 * scale, 400.0 * scale)),
160                ..Default::default()
161            })
162            .expect("Failed to create window");
163
164        let renderable_window = RenderableWindow::new_with_descriptor(
165            window,
166            graphics_ctx,
167            WindowContextDescriptor {
168                format: Some(wgpu::TextureFormat::Bgra8UnormSrgb),
169                ..Default::default()
170            },
171        );
172
173        let window_id = renderable_window.id();
174        windows.insert(window_id, renderable_window);
175
176        // Generate sprite sheet
177        let (sprite_data, tex_width, tex_height) = generate_sprite_sheet_data();
178        let sprite_sheet = SpriteSheet::from_data(
179            graphics_ctx,
180            &sprite_data,
181            tex_width,
182            tex_height,
183            SpriteSheetDescriptor {
184                sprite_width: 64,
185                sprite_height: 64,
186                columns: 4,
187                rows: 1,
188                ..Default::default()
189            },
190        );
191
192        // Create animation (4 frames at 8 fps)
193        let animation = SpriteAnimation::new(4, 8.0);
194
195        // Create shader module
196        let shader = graphics_ctx.device.create_shader_module(wgpu::ShaderModuleDescriptor {
197            label: Some("Sprite Shader"),
198            source: wgpu::ShaderSource::Wgsl(SHADER.into()),
199        });
200
201        // Create bind group layout
202        let bind_group_layout = graphics_ctx.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
203            label: Some("Sprite Bind Group Layout"),
204            entries: &[
205                wgpu::BindGroupLayoutEntry {
206                    binding: 0,
207                    visibility: wgpu::ShaderStages::VERTEX,
208                    ty: wgpu::BindingType::Buffer {
209                        ty: wgpu::BufferBindingType::Uniform,
210                        has_dynamic_offset: false,
211                        min_binding_size: None,
212                    },
213                    count: None,
214                },
215                wgpu::BindGroupLayoutEntry {
216                    binding: 1,
217                    visibility: wgpu::ShaderStages::FRAGMENT,
218                    ty: wgpu::BindingType::Texture {
219                        sample_type: wgpu::TextureSampleType::Float { filterable: true },
220                        view_dimension: wgpu::TextureViewDimension::D2,
221                        multisampled: false,
222                    },
223                    count: None,
224                },
225                wgpu::BindGroupLayoutEntry {
226                    binding: 2,
227                    visibility: wgpu::ShaderStages::FRAGMENT,
228                    ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
229                    count: None,
230                },
231            ],
232        });
233
234        // Create pipeline layout
235        let pipeline_layout = graphics_ctx.device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
236            label: Some("Sprite Pipeline Layout"),
237            bind_group_layouts: &[&bind_group_layout],
238            push_constant_ranges: &[],
239        });
240
241        // Create render pipeline
242        let pipeline = graphics_ctx.device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
243            label: Some("Sprite Pipeline"),
244            layout: Some(&pipeline_layout),
245            vertex: wgpu::VertexState {
246                module: &shader,
247                entry_point: Some("vs_main"),
248                buffers: &[wgpu::VertexBufferLayout {
249                    array_stride: std::mem::size_of::<Vertex>() as u64,
250                    step_mode: wgpu::VertexStepMode::Vertex,
251                    attributes: &[
252                        wgpu::VertexAttribute {
253                            offset: 0,
254                            shader_location: 0,
255                            format: wgpu::VertexFormat::Float32x2,
256                        },
257                        wgpu::VertexAttribute {
258                            offset: 8,
259                            shader_location: 1,
260                            format: wgpu::VertexFormat::Float32x2,
261                        },
262                    ],
263                }],
264                compilation_options: wgpu::PipelineCompilationOptions::default(),
265            },
266            fragment: Some(wgpu::FragmentState {
267                module: &shader,
268                entry_point: Some("fs_main"),
269                targets: &[Some(wgpu::ColorTargetState {
270                    format: wgpu::TextureFormat::Bgra8UnormSrgb,
271                    blend: Some(wgpu::BlendState::ALPHA_BLENDING),
272                    write_mask: wgpu::ColorWrites::ALL,
273                })],
274                compilation_options: wgpu::PipelineCompilationOptions::default(),
275            }),
276            primitive: wgpu::PrimitiveState {
277                topology: wgpu::PrimitiveTopology::TriangleList,
278                ..Default::default()
279            },
280            depth_stencil: None,
281            multisample: wgpu::MultisampleState::default(),
282            multiview: None,
283            cache: None,
284        });
285
286        // Create uniform buffer
287        let uniforms = Uniforms {
288            mvp: [
289                [1.0, 0.0, 0.0, 0.0],
290                [0.0, 1.0, 0.0, 0.0],
291                [0.0, 0.0, 1.0, 0.0],
292                [0.0, 0.0, 0.0, 1.0],
293            ],
294        };
295        let uniform_buffer = graphics_ctx.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
296            label: Some("Uniform Buffer"),
297            contents: bytemuck::cast_slice(&[uniforms]),
298            usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
299        });
300
301        // Create sampler
302        let sampler = graphics_ctx.device.create_sampler(&wgpu::SamplerDescriptor {
303            label: Some("Sprite Sampler"),
304            mag_filter: wgpu::FilterMode::Linear,
305            min_filter: wgpu::FilterMode::Linear,
306            ..Default::default()
307        });
308
309        // Create bind group
310        let bind_group = graphics_ctx.device.create_bind_group(&wgpu::BindGroupDescriptor {
311            label: Some("Sprite Bind Group"),
312            layout: &bind_group_layout,
313            entries: &[
314                wgpu::BindGroupEntry {
315                    binding: 0,
316                    resource: uniform_buffer.as_entire_binding(),
317                },
318                wgpu::BindGroupEntry {
319                    binding: 1,
320                    resource: wgpu::BindingResource::TextureView(sprite_sheet.view()),
321                },
322                wgpu::BindGroupEntry {
323                    binding: 2,
324                    resource: wgpu::BindingResource::Sampler(&sampler),
325                },
326            ],
327        });
328
329        // Initial vertex buffer (will be updated each frame with new UVs)
330        let vertices = create_quad_vertices(0.0, 0.0, 1.0, 1.0);
331        let vertex_buffer = graphics_ctx.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
332            label: Some("Vertex Buffer"),
333            contents: bytemuck::cast_slice(&vertices),
334            usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
335        });
336
337        Box::new(App {
338            _context: graphics_ctx,
339            windows,
340            pipeline,
341            bind_group,
342            vertex_buffer,
343            uniform_buffer,
344            sprite_sheet,
345            animation,
346            last_update: Instant::now(),
347        })
348    });
349}
Source

pub fn sprite_uv(&self, index: u32) -> SpriteUV

Get UV coordinates for a sprite by linear index.

Sprites are indexed left-to-right, top-to-bottom, starting from 0.

Examples found in repository?
examples/sprite_sheet.rs (line 372)
363    fn update(&mut self, _ctx: &mut astrelis_winit::app::AppCtx) {
364        let now = Instant::now();
365        let dt = now.duration_since(self.last_update).as_secs_f32();
366        self.last_update = now;
367
368        // Update animation
369        if self.animation.update(dt) {
370            // Frame changed - update vertex buffer with new UVs
371            let frame = self.animation.current_frame();
372            let uv = self.sprite_sheet.sprite_uv(frame);
373            let vertices = create_quad_vertices(uv.u_min, uv.v_min, uv.u_max, uv.v_max);
374            
375            // Get context from first window
376            if let Some(window) = self.windows.values().next() {
377                window.context().graphics_context().queue.write_buffer(
378                    &self.vertex_buffer,
379                    0,
380                    bytemuck::cast_slice(&vertices),
381                );
382            }
383        }
384    }
Source

pub fn sprite_uv_at(&self, row: u32, col: u32) -> SpriteUV

Get UV coordinates for a sprite by row and column.

Source

pub fn sprite_count(&self) -> u32

Get the total number of sprites in the sheet.

Source

pub fn sprite_size(&self) -> (u32, u32)

Get the sprite dimensions in pixels.

Source

pub fn grid_size(&self) -> (u32, u32)

Get the grid dimensions (columns, rows).

Source

pub fn view(&self) -> &TextureView

Get the texture view for binding.

Examples found in repository?
examples/sprite_sheet.rs (line 320)
148fn main() {
149    logging::init();
150
151    run_app(|ctx| {
152        let graphics_ctx = GraphicsContext::new_sync();
153        let mut windows = HashMap::new();
154
155        let scale = Window::platform_dpi() as f32;
156        let window = ctx
157            .create_window(WindowDescriptor {
158                title: "Sprite Sheet Animation Example".to_string(),
159                size: Some(PhysicalSize::new(400.0 * scale, 400.0 * scale)),
160                ..Default::default()
161            })
162            .expect("Failed to create window");
163
164        let renderable_window = RenderableWindow::new_with_descriptor(
165            window,
166            graphics_ctx,
167            WindowContextDescriptor {
168                format: Some(wgpu::TextureFormat::Bgra8UnormSrgb),
169                ..Default::default()
170            },
171        );
172
173        let window_id = renderable_window.id();
174        windows.insert(window_id, renderable_window);
175
176        // Generate sprite sheet
177        let (sprite_data, tex_width, tex_height) = generate_sprite_sheet_data();
178        let sprite_sheet = SpriteSheet::from_data(
179            graphics_ctx,
180            &sprite_data,
181            tex_width,
182            tex_height,
183            SpriteSheetDescriptor {
184                sprite_width: 64,
185                sprite_height: 64,
186                columns: 4,
187                rows: 1,
188                ..Default::default()
189            },
190        );
191
192        // Create animation (4 frames at 8 fps)
193        let animation = SpriteAnimation::new(4, 8.0);
194
195        // Create shader module
196        let shader = graphics_ctx.device.create_shader_module(wgpu::ShaderModuleDescriptor {
197            label: Some("Sprite Shader"),
198            source: wgpu::ShaderSource::Wgsl(SHADER.into()),
199        });
200
201        // Create bind group layout
202        let bind_group_layout = graphics_ctx.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
203            label: Some("Sprite Bind Group Layout"),
204            entries: &[
205                wgpu::BindGroupLayoutEntry {
206                    binding: 0,
207                    visibility: wgpu::ShaderStages::VERTEX,
208                    ty: wgpu::BindingType::Buffer {
209                        ty: wgpu::BufferBindingType::Uniform,
210                        has_dynamic_offset: false,
211                        min_binding_size: None,
212                    },
213                    count: None,
214                },
215                wgpu::BindGroupLayoutEntry {
216                    binding: 1,
217                    visibility: wgpu::ShaderStages::FRAGMENT,
218                    ty: wgpu::BindingType::Texture {
219                        sample_type: wgpu::TextureSampleType::Float { filterable: true },
220                        view_dimension: wgpu::TextureViewDimension::D2,
221                        multisampled: false,
222                    },
223                    count: None,
224                },
225                wgpu::BindGroupLayoutEntry {
226                    binding: 2,
227                    visibility: wgpu::ShaderStages::FRAGMENT,
228                    ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
229                    count: None,
230                },
231            ],
232        });
233
234        // Create pipeline layout
235        let pipeline_layout = graphics_ctx.device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
236            label: Some("Sprite Pipeline Layout"),
237            bind_group_layouts: &[&bind_group_layout],
238            push_constant_ranges: &[],
239        });
240
241        // Create render pipeline
242        let pipeline = graphics_ctx.device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
243            label: Some("Sprite Pipeline"),
244            layout: Some(&pipeline_layout),
245            vertex: wgpu::VertexState {
246                module: &shader,
247                entry_point: Some("vs_main"),
248                buffers: &[wgpu::VertexBufferLayout {
249                    array_stride: std::mem::size_of::<Vertex>() as u64,
250                    step_mode: wgpu::VertexStepMode::Vertex,
251                    attributes: &[
252                        wgpu::VertexAttribute {
253                            offset: 0,
254                            shader_location: 0,
255                            format: wgpu::VertexFormat::Float32x2,
256                        },
257                        wgpu::VertexAttribute {
258                            offset: 8,
259                            shader_location: 1,
260                            format: wgpu::VertexFormat::Float32x2,
261                        },
262                    ],
263                }],
264                compilation_options: wgpu::PipelineCompilationOptions::default(),
265            },
266            fragment: Some(wgpu::FragmentState {
267                module: &shader,
268                entry_point: Some("fs_main"),
269                targets: &[Some(wgpu::ColorTargetState {
270                    format: wgpu::TextureFormat::Bgra8UnormSrgb,
271                    blend: Some(wgpu::BlendState::ALPHA_BLENDING),
272                    write_mask: wgpu::ColorWrites::ALL,
273                })],
274                compilation_options: wgpu::PipelineCompilationOptions::default(),
275            }),
276            primitive: wgpu::PrimitiveState {
277                topology: wgpu::PrimitiveTopology::TriangleList,
278                ..Default::default()
279            },
280            depth_stencil: None,
281            multisample: wgpu::MultisampleState::default(),
282            multiview: None,
283            cache: None,
284        });
285
286        // Create uniform buffer
287        let uniforms = Uniforms {
288            mvp: [
289                [1.0, 0.0, 0.0, 0.0],
290                [0.0, 1.0, 0.0, 0.0],
291                [0.0, 0.0, 1.0, 0.0],
292                [0.0, 0.0, 0.0, 1.0],
293            ],
294        };
295        let uniform_buffer = graphics_ctx.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
296            label: Some("Uniform Buffer"),
297            contents: bytemuck::cast_slice(&[uniforms]),
298            usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
299        });
300
301        // Create sampler
302        let sampler = graphics_ctx.device.create_sampler(&wgpu::SamplerDescriptor {
303            label: Some("Sprite Sampler"),
304            mag_filter: wgpu::FilterMode::Linear,
305            min_filter: wgpu::FilterMode::Linear,
306            ..Default::default()
307        });
308
309        // Create bind group
310        let bind_group = graphics_ctx.device.create_bind_group(&wgpu::BindGroupDescriptor {
311            label: Some("Sprite Bind Group"),
312            layout: &bind_group_layout,
313            entries: &[
314                wgpu::BindGroupEntry {
315                    binding: 0,
316                    resource: uniform_buffer.as_entire_binding(),
317                },
318                wgpu::BindGroupEntry {
319                    binding: 1,
320                    resource: wgpu::BindingResource::TextureView(sprite_sheet.view()),
321                },
322                wgpu::BindGroupEntry {
323                    binding: 2,
324                    resource: wgpu::BindingResource::Sampler(&sampler),
325                },
326            ],
327        });
328
329        // Initial vertex buffer (will be updated each frame with new UVs)
330        let vertices = create_quad_vertices(0.0, 0.0, 1.0, 1.0);
331        let vertex_buffer = graphics_ctx.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
332            label: Some("Vertex Buffer"),
333            contents: bytemuck::cast_slice(&vertices),
334            usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
335        });
336
337        Box::new(App {
338            _context: graphics_ctx,
339            windows,
340            pipeline,
341            bind_group,
342            vertex_buffer,
343            uniform_buffer,
344            sprite_sheet,
345            animation,
346            last_update: Instant::now(),
347        })
348    });
349}
Source

pub fn texture(&self) -> &Texture

Get the underlying texture.

Source

pub fn texture_size(&self) -> (u32, u32)

Get texture dimensions.

Trait Implementations§

Source§

impl Debug for SpriteSheet

Source§

fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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