1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
// FIXME(3492): remove once docs are ready
#![allow(missing_docs)]

//! Provides 2D sprite rendering functionality.
mod bundle;
mod dynamic_texture_atlas_builder;
mod mesh2d;
mod render;
mod sprite;
mod texture_atlas;
mod texture_atlas_builder;
mod texture_slice;

pub mod prelude {
    #[doc(hidden)]
    pub use crate::{
        bundle::{SpriteBundle, SpriteSheetBundle},
        sprite::{ImageScaleMode, Sprite},
        texture_atlas::{TextureAtlas, TextureAtlasLayout},
        texture_slice::{BorderRect, SliceScaleMode, TextureSlice, TextureSlicer},
        ColorMaterial, ColorMesh2dBundle, TextureAtlasBuilder,
    };
}

pub use bundle::*;
pub use dynamic_texture_atlas_builder::*;
pub use mesh2d::*;
pub use render::*;
pub use sprite::*;
pub use texture_atlas::*;
pub use texture_atlas_builder::*;
pub use texture_slice::*;

use bevy_app::prelude::*;
use bevy_asset::{load_internal_asset, AssetApp, Assets, Handle};
use bevy_core_pipeline::core_2d::Transparent2d;
use bevy_ecs::prelude::*;
use bevy_render::{
    mesh::Mesh,
    primitives::Aabb,
    render_phase::AddRenderCommand,
    render_resource::{Shader, SpecializedRenderPipelines},
    texture::Image,
    view::{NoFrustumCulling, VisibilitySystems},
    ExtractSchedule, Render, RenderApp, RenderSet,
};

/// Adds support for 2D sprite rendering.
#[derive(Default)]
pub struct SpritePlugin;

pub const SPRITE_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(2763343953151597127);

/// System set for sprite rendering.
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
pub enum SpriteSystem {
    ExtractSprites,
    ComputeSlices,
}

impl Plugin for SpritePlugin {
    fn build(&self, app: &mut App) {
        load_internal_asset!(
            app,
            SPRITE_SHADER_HANDLE,
            "render/sprite.wgsl",
            Shader::from_wgsl
        );
        app.init_asset::<TextureAtlasLayout>()
            .register_asset_reflect::<TextureAtlasLayout>()
            .register_type::<Sprite>()
            .register_type::<ImageScaleMode>()
            .register_type::<TextureSlicer>()
            .register_type::<Anchor>()
            .register_type::<TextureAtlas>()
            .register_type::<Mesh2dHandle>()
            .add_plugins((Mesh2dRenderPlugin, ColorMaterialPlugin))
            .add_systems(
                PostUpdate,
                (
                    calculate_bounds_2d.in_set(VisibilitySystems::CalculateBounds),
                    (
                        compute_slices_on_asset_event,
                        compute_slices_on_sprite_change,
                    )
                        .in_set(SpriteSystem::ComputeSlices),
                ),
            );

        if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
            render_app
                .init_resource::<ImageBindGroups>()
                .init_resource::<SpecializedRenderPipelines<SpritePipeline>>()
                .init_resource::<SpriteMeta>()
                .init_resource::<ExtractedSprites>()
                .init_resource::<SpriteAssetEvents>()
                .add_render_command::<Transparent2d, DrawSprite>()
                .add_systems(
                    ExtractSchedule,
                    (
                        extract_sprites.in_set(SpriteSystem::ExtractSprites),
                        extract_sprite_events,
                    ),
                )
                .add_systems(
                    Render,
                    (
                        queue_sprites
                            .in_set(RenderSet::Queue)
                            .ambiguous_with(queue_material2d_meshes::<ColorMaterial>),
                        prepare_sprites.in_set(RenderSet::PrepareBindGroups),
                    ),
                );
        };
    }

    fn finish(&self, app: &mut App) {
        if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
            render_app.init_resource::<SpritePipeline>();
        }
    }
}

/// System calculating and inserting an [`Aabb`] component to entities with either:
/// - a `Mesh2dHandle` component,
/// - a `Sprite` and `Handle<Image>` components,
/// and without a [`NoFrustumCulling`] component.
///
/// Used in system set [`VisibilitySystems::CalculateBounds`].
pub fn calculate_bounds_2d(
    mut commands: Commands,
    meshes: Res<Assets<Mesh>>,
    images: Res<Assets<Image>>,
    atlases: Res<Assets<TextureAtlasLayout>>,
    meshes_without_aabb: Query<(Entity, &Mesh2dHandle), (Without<Aabb>, Without<NoFrustumCulling>)>,
    sprites_to_recalculate_aabb: Query<
        (Entity, &Sprite, &Handle<Image>, Option<&TextureAtlas>),
        (
            Or<(Without<Aabb>, Changed<Sprite>, Changed<TextureAtlas>)>,
            Without<NoFrustumCulling>,
        ),
    >,
) {
    for (entity, mesh_handle) in &meshes_without_aabb {
        if let Some(mesh) = meshes.get(&mesh_handle.0) {
            if let Some(aabb) = mesh.compute_aabb() {
                commands.entity(entity).try_insert(aabb);
            }
        }
    }
    for (entity, sprite, texture_handle, atlas) in &sprites_to_recalculate_aabb {
        if let Some(size) = sprite.custom_size.or_else(|| match atlas {
            // We default to the texture size for regular sprites
            None => images.get(texture_handle).map(|image| image.size_f32()),
            // We default to the drawn rect for atlas sprites
            Some(atlas) => atlas.texture_rect(&atlases).map(|rect| rect.size()),
        }) {
            let aabb = Aabb {
                center: (-sprite.anchor.as_vec() * size).extend(0.0).into(),
                half_extents: (0.5 * size).extend(0.0).into(),
            };
            commands.entity(entity).try_insert(aabb);
        }
    }
}

#[cfg(test)]
mod test {

    use bevy_math::Vec2;
    use bevy_utils::default;

    use super::*;

    #[test]
    fn calculate_bounds_2d_create_aabb_for_image_sprite_entity() {
        // Setup app
        let mut app = App::new();

        // Add resources and get handle to image
        let mut image_assets = Assets::<Image>::default();
        let image_handle = image_assets.add(Image::default());
        app.insert_resource(image_assets);
        let mesh_assets = Assets::<Mesh>::default();
        app.insert_resource(mesh_assets);
        let texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
        app.insert_resource(texture_atlas_assets);

        // Add system
        app.add_systems(Update, calculate_bounds_2d);

        // Add entites
        let entity = app.world.spawn((Sprite::default(), image_handle)).id();

        // Verify that the entity does not have an AABB
        assert!(!app
            .world
            .get_entity(entity)
            .expect("Could not find entity")
            .contains::<Aabb>());

        // Run system
        app.update();

        // Verify the AABB exists
        assert!(app
            .world
            .get_entity(entity)
            .expect("Could not find entity")
            .contains::<Aabb>());
    }

    #[test]
    fn calculate_bounds_2d_update_aabb_when_sprite_custom_size_changes_to_some() {
        // Setup app
        let mut app = App::new();

        // Add resources and get handle to image
        let mut image_assets = Assets::<Image>::default();
        let image_handle = image_assets.add(Image::default());
        app.insert_resource(image_assets);
        let mesh_assets = Assets::<Mesh>::default();
        app.insert_resource(mesh_assets);
        let texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
        app.insert_resource(texture_atlas_assets);

        // Add system
        app.add_systems(Update, calculate_bounds_2d);

        // Add entites
        let entity = app
            .world
            .spawn((
                Sprite {
                    custom_size: Some(Vec2::ZERO),
                    ..default()
                },
                image_handle,
            ))
            .id();

        // Create initial AABB
        app.update();

        // Get the initial AABB
        let first_aabb = *app
            .world
            .get_entity(entity)
            .expect("Could not find entity")
            .get::<Aabb>()
            .expect("Could not find initial AABB");

        // Change `custom_size` of sprite
        let mut binding = app
            .world
            .get_entity_mut(entity)
            .expect("Could not find entity");
        let mut sprite = binding
            .get_mut::<Sprite>()
            .expect("Could not find sprite component of entity");
        sprite.custom_size = Some(Vec2::ONE);

        // Re-run the `calculate_bounds_2d` system to get the new AABB
        app.update();

        // Get the re-calculated AABB
        let second_aabb = *app
            .world
            .get_entity(entity)
            .expect("Could not find entity")
            .get::<Aabb>()
            .expect("Could not find second AABB");

        // Check that the AABBs are not equal
        assert_ne!(first_aabb, second_aabb);
    }
}