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https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +00:00
attempt to deal with rounding issue when creating the swap chain (#997)
attempt to deal with rounding issue when creating the swap chain on high DPI displays
This commit is contained in:
parent
08b6aa59f8
commit
3d386a77b4
11 changed files with 86 additions and 64 deletions
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@ -78,7 +78,7 @@ pub fn camera_system<T: CameraProjection + Component>(
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for (entity, mut camera, mut camera_projection) in queries.q0_mut().iter_mut() {
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if let Some(window) = windows.get(camera.window) {
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if changed_window_ids.contains(&window.id()) || added_cameras.contains(&entity) {
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camera_projection.update(window.width() as usize, window.height() as usize);
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camera_projection.update(window.logical_width(), window.logical_height());
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camera.projection_matrix = camera_projection.get_projection_matrix();
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camera.depth_calculation = camera_projection.depth_calculation();
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}
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@ -5,7 +5,7 @@ use serde::{Deserialize, Serialize};
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pub trait CameraProjection {
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fn get_projection_matrix(&self) -> Mat4;
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fn update(&mut self, width: usize, height: usize);
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fn update(&mut self, width: f32, height: f32);
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fn depth_calculation(&self) -> DepthCalculation;
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}
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@ -23,8 +23,8 @@ impl CameraProjection for PerspectiveProjection {
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Mat4::perspective_rh(self.fov, self.aspect_ratio, self.near, self.far)
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}
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fn update(&mut self, width: usize, height: usize) {
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self.aspect_ratio = width as f32 / height as f32;
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fn update(&mut self, width: f32, height: f32) {
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self.aspect_ratio = width / height;
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}
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fn depth_calculation(&self) -> DepthCalculation {
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@ -75,11 +75,11 @@ impl CameraProjection for OrthographicProjection {
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)
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}
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fn update(&mut self, width: usize, height: usize) {
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fn update(&mut self, width: f32, height: f32) {
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match self.window_origin {
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WindowOrigin::Center => {
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let half_width = width as f32 / 2.0;
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let half_height = height as f32 / 2.0;
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let half_width = width / 2.0;
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let half_height = height / 2.0;
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self.left = -half_width;
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self.right = half_width;
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self.top = half_height;
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@ -87,8 +87,8 @@ impl CameraProjection for OrthographicProjection {
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}
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WindowOrigin::BottomLeft => {
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self.left = 0.0;
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self.right = width as f32;
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self.top = height as f32;
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self.right = width;
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self.top = height;
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self.bottom = 0.0;
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}
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}
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@ -68,8 +68,8 @@ impl Node for WindowTextureNode {
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render_resource_context.remove_texture(old_texture);
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}
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self.descriptor.size.width = window.scaled_width();
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self.descriptor.size.height = window.scaled_height();
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self.descriptor.size.width = window.physical_width();
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self.descriptor.size.height = window.physical_height();
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let texture_resource = render_resource_context.create_texture(self.descriptor);
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output.set(WINDOW_TEXTURE, RenderResourceId::Texture(texture_resource));
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}
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@ -116,8 +116,8 @@ impl FlexSurface {
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*node,
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stretch::style::Style {
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size: stretch::geometry::Size {
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width: stretch::style::Dimension::Points(window.width() as f32),
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height: stretch::style::Dimension::Points(window.height() as f32),
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width: stretch::style::Dimension::Points(window.logical_width()),
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height: stretch::style::Dimension::Points(window.logical_height()),
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},
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..Default::default()
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},
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@ -564,8 +564,8 @@ impl WgpuFrom<&Window> for wgpu::SwapChainDescriptor {
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wgpu::SwapChainDescriptor {
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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format: TextureFormat::default().wgpu_into(),
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width: window.scaled_width(),
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height: window.scaled_height(),
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width: window.physical_width(),
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height: window.physical_height(),
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present_mode: if window.vsync() {
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wgpu::PresentMode::Mailbox
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} else {
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@ -5,8 +5,8 @@ use bevy_math::Vec2;
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#[derive(Debug, Clone)]
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pub struct WindowResized {
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pub id: WindowId,
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pub width: usize,
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pub height: usize,
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pub width: f32,
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pub height: f32,
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}
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/// An event that indicates that a new window should be created.
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@ -35,8 +35,8 @@ impl Default for WindowId {
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#[derive(Debug)]
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pub struct Window {
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id: WindowId,
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width: u32,
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height: u32,
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physical_width: u32,
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physical_height: u32,
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title: String,
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vsync: bool,
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resizable: bool,
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@ -61,8 +61,8 @@ pub enum WindowCommand {
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title: String,
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},
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SetResolution {
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width: u32,
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height: u32,
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physical_width: u32,
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physical_height: u32,
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},
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SetVsync {
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vsync: bool,
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@ -103,8 +103,8 @@ impl Window {
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pub fn new(id: WindowId, window_descriptor: &WindowDescriptor) -> Self {
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Window {
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id,
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height: window_descriptor.height,
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width: window_descriptor.width,
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physical_height: window_descriptor.height,
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physical_width: window_descriptor.width,
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title: window_descriptor.title.clone(),
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vsync: window_descriptor.vsync,
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resizable: window_descriptor.resizable,
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@ -127,20 +127,32 @@ impl Window {
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#[inline]
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pub fn width(&self) -> u32 {
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self.width
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}
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pub fn scaled_width(&self) -> u32 {
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(self.width as f64 * self.scale_factor) as u32
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}
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pub fn scaled_height(&self) -> u32 {
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(self.height as f64 * self.scale_factor) as u32
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self.logical_width() as u32
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}
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#[inline]
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pub fn height(&self) -> u32 {
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self.height
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self.logical_height() as u32
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}
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#[inline]
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pub fn logical_width(&self) -> f32 {
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(self.physical_width as f64 / self.scale_factor) as f32
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}
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#[inline]
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pub fn logical_height(&self) -> f32 {
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(self.physical_height as f64 / self.scale_factor) as f32
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}
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#[inline]
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pub fn physical_width(&self) -> u32 {
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self.physical_width
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}
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#[inline]
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pub fn physical_height(&self) -> u32 {
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self.physical_height
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}
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#[inline]
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@ -150,17 +162,19 @@ impl Window {
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}
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pub fn set_resolution(&mut self, width: u32, height: u32) {
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self.width = width;
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self.height = height;
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self.command_queue
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.push(WindowCommand::SetResolution { width, height });
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self.physical_width = (width as f64 * self.scale_factor) as u32;
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self.physical_height = (height as f64 * self.scale_factor) as u32;
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self.command_queue.push(WindowCommand::SetResolution {
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physical_width: self.physical_width,
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physical_height: self.physical_height,
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});
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}
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#[allow(missing_docs)]
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#[inline]
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pub fn update_resolution_from_backend(&mut self, width: u32, height: u32) {
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self.width = width;
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self.height = height;
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pub fn update_physical_size_from_backend(&mut self, width: u32, height: u32) {
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self.physical_width = width;
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self.physical_height = height;
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}
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#[allow(missing_docs)]
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@ -265,7 +279,7 @@ impl Window {
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self.mode = mode;
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self.command_queue.push(WindowCommand::SetWindowMode {
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mode,
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resolution: (self.width, self.height),
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resolution: (self.physical_width, self.physical_height),
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});
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}
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@ -67,9 +67,15 @@ fn change_window(_: &mut World, resources: &mut Resources) {
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let window = winit_windows.get_window(id).unwrap();
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window.set_title(&title);
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}
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bevy_window::WindowCommand::SetResolution { width, height } => {
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bevy_window::WindowCommand::SetResolution {
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physical_width,
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physical_height,
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} => {
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let window = winit_windows.get_window(id).unwrap();
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window.set_inner_size(winit::dpi::LogicalSize::new(width, height));
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window.set_inner_size(winit::dpi::PhysicalSize::new(
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physical_width,
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physical_height,
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));
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}
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bevy_window::WindowCommand::SetVsync { .. } => (),
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bevy_window::WindowCommand::SetResizable { resizable } => {
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@ -197,17 +203,15 @@ pub fn winit_runner(mut app: App) {
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let winit_windows = app.resources.get_mut::<WinitWindows>().unwrap();
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let mut windows = app.resources.get_mut::<Windows>().unwrap();
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let window_id = winit_windows.get_window_id(winit_window_id).unwrap();
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let winit_window = winit_windows.get_window(window_id).unwrap();
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let window = windows.get_mut(window_id).unwrap();
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let size = size.to_logical(winit_window.scale_factor());
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window.update_resolution_from_backend(size.width, size.height);
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window.update_physical_size_from_backend(size.width, size.height);
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let mut resize_events =
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app.resources.get_mut::<Events<WindowResized>>().unwrap();
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resize_events.send(WindowResized {
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id: window_id,
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height: window.height() as usize,
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width: window.width() as usize,
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height: window.logical_height(),
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width: window.logical_width(),
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});
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}
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WindowEvent::CloseRequested => {
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@ -305,8 +309,8 @@ pub fn winit_runner(mut app: App) {
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// FIXME?: On Android window start is top while on PC/Linux/OSX on bottom
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if cfg!(target_os = "android") {
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let window_height = windows.get_primary().unwrap().height();
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location.y = window_height as f32 - location.y;
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let window_height = windows.get_primary().unwrap().logical_height();
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location.y = window_height - location.y;
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}
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touch_input_events.send(converters::convert_touch_input(touch, location));
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}
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@ -332,9 +336,11 @@ pub fn winit_runner(mut app: App) {
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let mut windows = app.resources.get_mut::<Windows>().unwrap();
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let window_id = winit_windows.get_window_id(winit_window_id).unwrap();
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let window = windows.get_mut(window_id).unwrap();
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let size = new_inner_size.to_logical(scale_factor);
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window.update_physical_size_from_backend(
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new_inner_size.width,
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new_inner_size.height,
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);
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window.update_scale_factor_from_backend(scale_factor);
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window.update_resolution_from_backend(size.width, size.height);
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}
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WindowEvent::Focused(focused) => {
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let mut focused_events =
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@ -31,8 +31,8 @@ impl WinitWindows {
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winit::window::Fullscreen::Exclusive(match use_size {
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true => get_fitting_videomode(
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&event_loop.primary_monitor().unwrap(),
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window.width(),
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window.height(),
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window.physical_width(),
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window.physical_height(),
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),
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false => get_best_videomode(&event_loop.primary_monitor().unwrap()),
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}),
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@ -100,6 +100,8 @@ impl WinitWindows {
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}
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}
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let inner_size = winit_window.inner_size();
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window.update_physical_size_from_backend(inner_size.width, inner_size.height);
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window.update_scale_factor_from_backend(winit_window.scale_factor());
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self.windows.insert(winit_window.id(), winit_window);
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@ -237,11 +237,11 @@ fn collision_system(
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let win = wins.get_primary().unwrap();
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let ceiling = (win.height() / 2) as f32;
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let ground = -((win.height() / 2) as f32);
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let ceiling = win.logical_height() / 2.;
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let ground = -(win.logical_height() / 2.);
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let wall_left = -((win.width() / 2) as f32);
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let wall_right = (win.width() / 2) as f32;
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let wall_left = -(win.logical_width() / 2.);
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let wall_right = win.logical_width() / 2.;
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for (mut v, mut t) in q.iter_mut() {
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let left = t.translation.x - SPRITE_SIZE / 2.0;
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@ -48,12 +48,12 @@ fn bounce_system(
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mut sprites: Query<(&Transform, &mut Velocity)>,
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) {
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let window = windows.get_primary().expect("No primary window.");
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let width = window.width();
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let height = window.height();
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let left = width as f32 / -2.0;
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let right = width as f32 / 2.0;
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let bottom = height as f32 / -2.0;
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let top = height as f32 / 2.0;
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let width = window.logical_width();
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let height = window.logical_height();
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let left = width / -2.0;
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let right = width / 2.0;
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let bottom = height / -2.0;
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let top = height / 2.0;
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sprites
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// Batch size of 32 is chosen to limit the overhead of
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// ParallelIterator, since negating a vector is very inexpensive.
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