2023-12-26 17:15:50 +00:00
|
|
|
//! 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 {
|
2024-02-08 18:01:34 +00:00
|
|
|
mesh: meshes.add(Capsule2d::default()).into(),
|
2023-12-26 17:15:50 +00:00
|
|
|
transform: Transform::from_xyz(40., 0., 2.).with_scale(Vec3::splat(32.)),
|
Migrate from `LegacyColor` to `bevy_color::Color` (#12163)
# Objective
- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes #12056.
## Solution
I've chosen to use the polymorphic `Color` type as our standard
user-facing API.
- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes
Incidental improvements to ease migration:
- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`
## Migration Guide
Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.
These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.
TODO...
- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
|
|
|
material: materials.add(Color::BLACK),
|
2023-12-26 17:15:50 +00:00
|
|
|
..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();
|
|
|
|
}
|
|
|
|
}
|