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mod bundle;
mod dynamic_texture_atlas_builder;
mod mesh2d;
mod rect;
mod render;
mod sprite;
mod texture_atlas;
mod texture_atlas_builder;
pub mod collide_aabb;
pub mod prelude {
#[doc(hidden)]
pub use crate::{
bundle::{SpriteBundle, SpriteSheetBundle},
sprite::Sprite,
texture_atlas::{TextureAtlas, TextureAtlasSprite},
ColorMaterial, ColorMesh2dBundle, TextureAtlasBuilder,
};
}
pub use bundle::*;
pub use dynamic_texture_atlas_builder::*;
pub use mesh2d::*;
pub use rect::*;
pub use render::*;
pub use sprite::*;
pub use texture_atlas::*;
pub use texture_atlas_builder::*;
use bevy_app::prelude::*;
use bevy_asset::{AddAsset, Assets, HandleUntyped};
use bevy_core_pipeline::Transparent2d;
use bevy_ecs::schedule::{ParallelSystemDescriptorCoercion, SystemLabel};
use bevy_reflect::TypeUuid;
use bevy_render::{
render_phase::AddRenderCommand,
render_resource::{Shader, SpecializedPipelines},
RenderApp, RenderStage,
};
#[derive(Default)]
pub struct SpritePlugin;
pub const SPRITE_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2763343953151597127);
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
pub enum SpriteSystem {
ExtractSprites,
}
impl Plugin for SpritePlugin {
fn build(&self, app: &mut App) {
let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
let sprite_shader = Shader::from_wgsl(include_str!("render/sprite.wgsl"));
shaders.set_untracked(SPRITE_SHADER_HANDLE, sprite_shader);
app.add_asset::<TextureAtlas>()
.register_type::<Sprite>()
.add_plugin(Mesh2dRenderPlugin)
.add_plugin(ColorMaterialPlugin);
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.init_resource::<ImageBindGroups>()
.init_resource::<SpritePipeline>()
.init_resource::<SpecializedPipelines<SpritePipeline>>()
.init_resource::<SpriteMeta>()
.init_resource::<ExtractedSprites>()
.init_resource::<SpriteAssetEvents>()
.add_render_command::<Transparent2d, DrawSprite>()
.add_system_to_stage(
RenderStage::Extract,
render::extract_sprites.label(SpriteSystem::ExtractSprites),
)
.add_system_to_stage(RenderStage::Extract, render::extract_sprite_events)
.add_system_to_stage(RenderStage::Queue, queue_sprites);
};
}
}