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
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
//! Sprites
use ;
use ;
use ;
use crate::;
pub
;
/// A sprite. Create a [`Handle<PxSpriteAsset>`] with a [`PxAssets<PxSprite>`] and an image.
/// If the sprite is animated, the frames should be laid out from top to bottom.
/// See `assets/sprite/runner.png` for an example of an animated sprite.
/// A sprite
;
// /// Size of threshold map to use for dithering. The image is tiled with dithering according to this
// /// map, so smaller sizes will have more visible repetition and worse color approximation, but
// /// larger sizes are much, much slower with pattern dithering.
// #[derive(Clone, Copy, Debug)]
// pub enum ThresholdMap {
// /// 2x2
// X2_2,
// /// 4x4
// X4_4,
// /// 8x8
// X8_8,
// }
//
// /// Dithering algorithm. Perf measurements are for 10,000 pixels with a 4x4 threshold map on a
// /// pretty old machine.
// #[derive(Clone, Copy, Debug)]
// pub enum DitherAlgorithm {
// /// Almost as fast as undithered. 16.0 ms in debug mode and 1.23 ms in release mode. Doesn't
// /// make very good use of the color palette.
// Ordered,
// /// Slow, but mixes colors very well. 219 ms in debug mode and 6.81 ms in release mode. Consider
// /// only using this algorithm with some optimizations enabled.
// Pattern,
// }
//
// /// Info needed to dither an image
// #[derive(Clone, Debug)]
// pub struct Dither {
// /// Dithering algorithm
// pub algorithm: DitherAlgorithm,
// /// How much to dither. Lower values leave solid color areas. Should range from 0 to 1.
// pub threshold: f32,
// /// Threshold map size
// pub threshold_map: ThresholdMap,
// }
// // TODO Example
// /// Renders the contents of an image to a sprite every tick. The image is interpreted as
// /// `Rgba8UnormSrgb`.
// #[derive(Component, Clone, Default, Debug)]
// pub struct ImageToSprite {
// /// Image to render
// pub image: Handle<Image>,
// /// Dithering
// pub dither: Option<Dither>,
// }
// /// Spawns a sprite generated from an [`Image`]
// #[derive(Bundle, Debug, Default)]
// pub struct ImageToSpriteBundle<L: PxLayer> {
// /// A [`Handle<PxSprite>`] component
// pub image: ImageToSprite,
// /// A [`PxPosition`] component
// pub position: PxPosition,
// /// A [`PxAnchor`] component
// pub anchor: PxAnchor,
// /// A layer component
// pub layer: L,
// /// A [`PxCanvas`] component
// pub canvas: PxCanvas,
// /// A [`Visibility`] component
// pub visibility: Visibility,
// /// An [`InheritedVisibility`] component
// pub inherited_visibility: InheritedVisibility,
// }
// pub(crate) trait MapSize<const SIZE: usize> {
// const WIDTH: usize;
// const MAP: [usize; SIZE];
// }
//
// impl MapSize<1> for () {
// const WIDTH: usize = 1;
// const MAP: [usize; 1] = [0];
// }
//
// impl MapSize<4> for () {
// const WIDTH: usize = 2;
// #[rustfmt::skip]
// const MAP: [usize; 4] = [
// 0, 2,
// 3, 1,
// ];
// }
//
// impl MapSize<16> for () {
// const WIDTH: usize = 4;
// #[rustfmt::skip]
// const MAP: [usize; 16] = [
// 0, 8, 2, 10,
// 12, 4, 14, 6,
// 3, 11, 1, 9,
// 15, 7, 13, 5,
// ];
// }
//
// impl MapSize<64> for () {
// const WIDTH: usize = 8;
// #[rustfmt::skip]
// const MAP: [usize; 64] = [
// 0, 48, 12, 60, 3, 51, 15, 63,
// 32, 16, 44, 28, 35, 19, 47, 31,
// 8, 56, 4, 52, 11, 59, 7, 55,
// 40, 24, 36, 20, 43, 27, 39, 23,
// 2, 50, 14, 62, 1, 49, 13, 61,
// 34, 18, 46, 30, 33, 17, 45, 29,
// 10, 58, 6, 54, 9, 57, 5, 53,
// 42, 26, 38, 22, 41, 25, 37, 21,
// ];
// }
//
// pub(crate) trait Algorithm<const MAP_SIZE: usize> {
// fn compute(
// color: Vec3,
// threshold: Vec3,
// threshold_index: usize,
// candidates: &mut [usize; MAP_SIZE],
// palette_tree: &ImmutableKdTree<f32, 3>,
// palette: &[Vec3],
// ) -> u8;
// }
//
// pub(crate) enum ClosestAlg {}
//
// impl<const MAP_SIZE: usize> Algorithm<MAP_SIZE> for ClosestAlg {
// fn compute(
// color: Vec3,
// _: Vec3,
// _: usize,
// _: &mut [usize; MAP_SIZE],
// palette_tree: &ImmutableKdTree<f32, 3>,
// _: &[Vec3],
// ) -> u8 {
// palette_tree
// .approx_nearest_one::<SquaredEuclidean>(&color.into())
// .item as usize as u8
// }
// }
//
// pub(crate) enum OrderedAlg {}
//
// impl<const MAP_SIZE: usize> Algorithm<MAP_SIZE> for OrderedAlg {
// fn compute(
// color: Vec3,
// threshold: Vec3,
// threshold_index: usize,
// _: &mut [usize; MAP_SIZE],
// palette_tree: &ImmutableKdTree<f32, 3>,
// _: &[Vec3],
// ) -> u8 {
// palette_tree
// .approx_nearest_one::<SquaredEuclidean>(
// &(color + threshold * (threshold_index as f32 / MAP_SIZE as f32 - 0.5)).into(),
// )
// .item as u8
// }
// }
//
// pub(crate) enum PatternAlg {}
//
// impl<const MAP_SIZE: usize> Algorithm<MAP_SIZE> for PatternAlg {
// fn compute(
// color: Vec3,
// threshold: Vec3,
// threshold_index: usize,
// candidates: &mut [usize; MAP_SIZE],
// palette_tree: &ImmutableKdTree<f32, 3>,
// palette: &[Vec3],
// ) -> u8 {
// let mut error = Vec3::ZERO;
// for candidate_ref in &mut *candidates {
// let sample = color + error * threshold;
// let candidate = palette_tree
// .approx_nearest_one::<SquaredEuclidean>(&sample.into())
// .item as usize;
//
// *candidate_ref = candidate;
// error += color - palette[candidate];
// }
//
// candidates.sort_unstable_by(|&candidate_1, &candidate_2| {
// palette[candidate_1][0].total_cmp(&palette[candidate_2][0])
// });
//
// candidates[threshold_index] as u8
// }
// }
//
// pub(crate) fn dither_slice<A: Algorithm<MAP_SIZE>, const MAP_SIZE: usize>(
// pixels: &mut [(usize, (&[u8], &mut Option<u8>))],
// threshold: f32,
// size: UVec2,
// palette_tree: &ImmutableKdTree<f32, 3>,
// palette: &[Vec3],
// ) where
// (): MapSize<MAP_SIZE>,
// {
// let mut candidates = [0; MAP_SIZE];
//
// for &mut (i, (color, ref mut pixel)) in pixels {
// let i = i as u32;
// let pos = UVec2::new(i % size.x, i / size.x);
//
// if color[3] == 0 {
// **pixel = None;
// continue;
// }
//
// **pixel = Some(A::compute(
// Oklaba::from(Srgba::rgb_u8(color[0], color[1], color[2])).to_vec3(),
// Vec3::splat(threshold),
// <() as MapSize<MAP_SIZE>>::MAP[pos.x as usize % <() as MapSize<MAP_SIZE>>::WIDTH
// * <() as MapSize<MAP_SIZE>>::WIDTH
// + pos.y as usize % <() as MapSize<MAP_SIZE>>::WIDTH],
// &mut candidates,
// palette_tree,
// palette,
// ));
// }
// }
pub type SpriteComponents<L> = ;
// pub(crate) type ImageToSpriteComponents<L> = (
// &'static ImageToSprite,
// &'static PxPosition,
// &'static PxAnchor,
// &'static L,
// &'static PxCanvas,
// Option<&'static Handle<PxFilter>>,
// );
//
// fn extract_image_to_sprites<L: PxLayer>(
// image_to_sprites: Extract<Query<(ImageToSpriteComponents<L>, &InheritedVisibility)>>,
// mut cmd: Commands,
// ) {
// for ((image_to_sprite, &position, &anchor, layer, &canvas, filter), visibility) in
// &image_to_sprites
// {
// if !visibility.get() {
// continue;
// }
//
// let mut image_to_sprite = cmd.spawn((
// image_to_sprite.clone(),
// position,
// anchor,
// layer.clone(),
// canvas,
// ));
//
// if let Some(filter) = filter {
// image_to_sprite.insert(filter.clone());
// }
// }
// }