Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

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

Merged
merged 15 commits into from
Dec 26, 2023
Merged
Show file tree
Hide file tree
Changes from 1 commit
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
10 changes: 10 additions & 0 deletions Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -379,6 +379,16 @@ description = "Demonstrates pixel perfect in 2d"
category = "2D Rendering"
wasm = true

[[example]]
name = "pixel_grid_snap"
path = "examples/2d/pixel_grid_snap.rs"

[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

# 3D Rendering
[[example]]
name = "3d_scene"
Expand Down
160 changes: 160 additions & 0 deletions examples/2d/pixel_grid_snap.rs
Original file line number Diff line number Diff line change
@@ -0,0 +1,160 @@
//! Shows how to create graphics that snap to the pixel grid by rendering to a texture in 2D

use std::f32::consts::PI;

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

const RES_WIDTH: u32 = 160;
const RES_HEIGHT: u32 = 90;

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

#[derive(Component)]
struct Canvas;

#[derive(Component)]
struct InGameCamera;

#[derive(Component)]
struct OuterCamera;

#[derive(Component)]
struct Drawable;

fn setup_sprite(mut commands: Commands, asset_server: Res<AssetServer>) {
let texture = asset_server.load("textures/rpg/chars/sensei/sensei.png");
// the sample sprite that will be rendered to the canvas
commands.spawn((
SpriteBundle {
texture: texture.clone(),
transform: Transform::from_xyz(-40., 20., 0.),
..default()
},
Drawable,
RenderLayers::layer(1),
));

// same, but skips the pixel-perfect rendering
commands.spawn((
SpriteBundle {
texture,
transform: Transform::from_xyz(-40., -20., 0.),
..default()
},
Drawable,
));
}

fn setup_mesh(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands.spawn((
MaterialMesh2dBundle {
nxsaken marked this conversation as resolved.
Show resolved Hide resolved
mesh: meshes.add(Mesh::from(shape::Quad::default())).into(),
transform: Transform::from_xyz(40., 0., 0.).with_scale(Vec3::splat(32.)),
material: materials.add(ColorMaterial::from(Color::BLACK)),
..default()
},
RenderLayers::layer(1),
Drawable,
));
}

fn setup_camera(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
let 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,
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(size);

let image_handle = images.add(canvas);

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

// this places the canvas to the "outer world"
commands.spawn((
SpriteBundle {
texture: image_handle,
..default()
},
Canvas,
));

// the "outer" camera renders the objects that are in the "outer world"
// in this example, the canvas and one copy of the sample sprite are in the "outer world"
commands.spawn((Camera2dBundle::default(), OuterCamera));
}

/// transform drawables to demonstrate grid snapping
fn transform_drawables(time: Res<Time>, mut query: Query<&mut Transform, With<Drawable>>) {
for mut transform in &mut query {
let dt = time.delta_seconds();
transform.rotate_z(dt * PI / 2.);
}
}

/// scales camera projection to fit the window (integer multiples only)
fn fit_canvas(
mut resize_event: EventReader<WindowResized>,
mut q: Query<&mut OrthographicProjection, With<OuterCamera>>,
nxsaken marked this conversation as resolved.
Show resolved Hide resolved
) {
for event in resize_event.iter() {
let h_scale = event.width / RES_WIDTH as f32;
let v_scale = event.height / RES_HEIGHT as f32;
let mut projection = q.single_mut();
projection.scale = 1. / h_scale.min(v_scale).round();
}
}