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Add example for pixel-perfect grid snapping in 2D (#8112)
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# Objective

Provide an example of how to achieve pixel-perfect "grid snapping" in 2D
via rendering to a texture. This is a common use case in retro pixel art
game development.

## Solution

Render sprites to a canvas via a Camera, then use another (scaled up)
Camera to render the resulting canvas to the screen. This example is
based on the `3d/render_to_texture.rs` example. Furthermore, this
example demonstrates mixing retro-style graphics with high-resolution
graphics, as well as pixel-snapped rendering of a
`MaterialMesh2dBundle`.
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nxsaken authored Dec 26, 2023
1 parent ac58a5f commit 8067e46
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11 changes: 5 additions & 6 deletions Cargo.toml
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Expand Up @@ -489,13 +489,12 @@ category = "2D Rendering"
wasm = true

[[example]]
name = "pixel_perfect"
path = "examples/2d/pixel_perfect.rs"
doc-scrape-examples = true
name = "pixel_grid_snap"
path = "examples/2d/pixel_grid_snap.rs"

[package.metadata.example.pixel_perfect]
name = "Pixel Perfect"
description = "Demonstrates pixel perfect in 2d"
[package.metadata.example.pixel_grid_snap]
name = "Pixel Grid Snapping"
description = "Shows how to create graphics that snap to the pixel grid by rendering to a texture in 2D"
category = "2D Rendering"
wasm = true

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174 changes: 174 additions & 0 deletions examples/2d/pixel_grid_snap.rs
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//! Shows how to create graphics that snap to the pixel grid by rendering to a texture in 2D

use bevy::{
prelude::*,
render::{
camera::RenderTarget,
render_resource::{
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
},
view::RenderLayers,
},
sprite::MaterialMesh2dBundle,
window::WindowResized,
};

/// In-game resolution width.
const RES_WIDTH: u32 = 160;

/// In-game resolution height.
const RES_HEIGHT: u32 = 90;

/// Default render layers for pixel-perfect rendering.
/// You can skip adding this component, as this is the default.
const PIXEL_PERFECT_LAYERS: RenderLayers = RenderLayers::layer(0);

/// Render layers for high-resolution rendering.
const HIGH_RES_LAYERS: RenderLayers = RenderLayers::layer(1);

fn main() {
App::new()
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
.insert_resource(Msaa::Off)
.add_systems(Startup, (setup_camera, setup_sprite, setup_mesh))
.add_systems(Update, (rotate, fit_canvas))
.run();
}

/// Low-resolution texture that contains the pixel-perfect world.
/// Canvas itself is rendered to the high-resolution world.
#[derive(Component)]
struct Canvas;

/// Camera that renders the pixel-perfect world to the [`Canvas`].
#[derive(Component)]
struct InGameCamera;

/// Camera that renders the [`Canvas`] (and other graphics on [`HIGH_RES_LAYERS`]) to the screen.
#[derive(Component)]
struct OuterCamera;

#[derive(Component)]
struct Rotate;

fn setup_sprite(mut commands: Commands, asset_server: Res<AssetServer>) {
// the sample sprite that will be rendered to the pixel-perfect canvas
commands.spawn((
SpriteBundle {
texture: asset_server.load("pixel/bevy_pixel_dark.png"),
transform: Transform::from_xyz(-40., 20., 2.),
..default()
},
Rotate,
PIXEL_PERFECT_LAYERS,
));

// the sample sprite that will be rendered to the high-res "outer world"
commands.spawn((
SpriteBundle {
texture: asset_server.load("pixel/bevy_pixel_light.png"),
transform: Transform::from_xyz(-40., -20., 2.),
..default()
},
Rotate,
HIGH_RES_LAYERS,
));
}

/// Spawns a capsule mesh on the pixel-perfect layer.
fn setup_mesh(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands.spawn((
MaterialMesh2dBundle {
mesh: meshes.add(Mesh::from(shape::Capsule::default())).into(),
transform: Transform::from_xyz(40., 0., 2.).with_scale(Vec3::splat(32.)),
material: materials.add(ColorMaterial::from(Color::BLACK)),
..default()
},
Rotate,
PIXEL_PERFECT_LAYERS,
));
}

fn setup_camera(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
let canvas_size = Extent3d {
width: RES_WIDTH,
height: RES_HEIGHT,
..default()
};

// this Image serves as a canvas representing the low-resolution game screen
let mut canvas = Image {
texture_descriptor: TextureDescriptor {
label: None,
size: canvas_size,
dimension: TextureDimension::D2,
format: TextureFormat::Bgra8UnormSrgb,
mip_level_count: 1,
sample_count: 1,
usage: TextureUsages::TEXTURE_BINDING
| TextureUsages::COPY_DST
| TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
},
..default()
};

// fill image.data with zeroes
canvas.resize(canvas_size);

let image_handle = images.add(canvas);

// this camera renders whatever is on `PIXEL_PERFECT_LAYERS` to the canvas
commands.spawn((
Camera2dBundle {
camera: Camera {
// render before the "main pass" camera
order: -1,
target: RenderTarget::Image(image_handle.clone()),
..default()
},
..default()
},
InGameCamera,
PIXEL_PERFECT_LAYERS,
));

// spawn the canvas
commands.spawn((
SpriteBundle {
texture: image_handle,
..default()
},
Canvas,
HIGH_RES_LAYERS,
));

// the "outer" camera renders whatever is on `HIGH_RES_LAYERS` to the screen.
// here, the canvas and one of the sample sprites will be rendered by this camera
commands.spawn((Camera2dBundle::default(), OuterCamera, HIGH_RES_LAYERS));
}

/// Rotates entities to demonstrate grid snapping.
fn rotate(time: Res<Time>, mut transforms: Query<&mut Transform, With<Rotate>>) {
for mut transform in &mut transforms {
let dt = time.delta_seconds();
transform.rotate_z(dt);
}
}

/// Scales camera projection to fit the window (integer multiples only).
fn fit_canvas(
mut resize_events: EventReader<WindowResized>,
mut projections: Query<&mut OrthographicProjection, With<OuterCamera>>,
) {
for event in resize_events.read() {
let h_scale = event.width / RES_WIDTH as f32;
let v_scale = event.height / RES_HEIGHT as f32;
let mut projection = projections.single_mut();
projection.scale = 1. / h_scale.min(v_scale).round();
}
}
49 changes: 0 additions & 49 deletions examples/2d/pixel_perfect.rs

This file was deleted.

2 changes: 1 addition & 1 deletion examples/README.md
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Expand Up @@ -102,7 +102,7 @@ Example | Description
[Mesh 2D](../examples/2d/mesh2d.rs) | Renders a 2d mesh
[Mesh 2D With Vertex Colors](../examples/2d/mesh2d_vertex_color_texture.rs) | Renders a 2d mesh with vertex color attributes
[Move Sprite](../examples/2d/move_sprite.rs) | Changes the transform of a sprite
[Pixel Perfect](../examples/2d/pixel_perfect.rs) | Demonstrates pixel perfect in 2d
[Pixel Grid Snapping](../examples/2d/pixel_grid_snap.rs) | Shows how to create graphics that snap to the pixel grid by rendering to a texture in 2D
[Sprite](../examples/2d/sprite.rs) | Renders a sprite
[Sprite Flipping](../examples/2d/sprite_flipping.rs) | Renders a sprite flipped along an axis
[Sprite Sheet](../examples/2d/sprite_sheet.rs) | Renders an animated sprite
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