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https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +00:00
render: add atlas padding support to work around MSAA artifacts, disable MSAA by default
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parent
54eaa2bdc6
commit
ccf81edd8f
8 changed files with 23 additions and 14 deletions
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@ -19,7 +19,7 @@ pub struct Msaa {
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impl Default for Msaa {
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fn default() -> Self {
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Self { samples: 4 }
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Self { samples: 1 }
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}
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}
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@ -1,20 +1,19 @@
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use crate::{Rect, TextureAtlas};
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use bevy_asset::{Assets, Handle};
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use bevy_asset::Assets;
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use bevy_math::Vec2;
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use bevy_render::texture::Texture;
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use guillotiere::{size2, AllocId, Allocation, AtlasAllocator};
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use std::collections::HashMap;
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use guillotiere::{size2, Allocation, AtlasAllocator};
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pub struct DynamicTextureAtlasBuilder {
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pub allocation_textures: HashMap<AllocId, Handle<Texture>>,
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pub atlas_allocator: AtlasAllocator,
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pub padding: i32,
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}
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impl DynamicTextureAtlasBuilder {
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pub fn new(size: Vec2) -> Self {
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pub fn new(size: Vec2, padding: i32) -> Self {
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Self {
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allocation_textures: Default::default(),
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atlas_allocator: AtlasAllocator::new(to_size2(size)),
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padding,
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}
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}
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@ -24,13 +23,17 @@ impl DynamicTextureAtlasBuilder {
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textures: &mut Assets<Texture>,
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texture: &Texture,
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) -> Option<u32> {
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let allocation = self
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.atlas_allocator
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.allocate(size2(texture.size.x() as i32, texture.size.y() as i32));
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let allocation = self.atlas_allocator.allocate(size2(
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texture.size.x() as i32 + self.padding,
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texture.size.y() as i32 + self.padding,
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));
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if let Some(allocation) = allocation {
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let atlas_texture = textures.get_mut(&texture_atlas.texture).unwrap();
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self.place_texture(atlas_texture, allocation, texture);
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texture_atlas.add_texture(allocation.rectangle.into());
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let mut rect: Rect = allocation.rectangle.into();
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*rect.max.x_mut() -= self.padding as f32;
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*rect.max.y_mut() -= self.padding as f32;
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texture_atlas.add_texture(rect);
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Some((texture_atlas.len() - 1) as u32)
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} else {
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None
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@ -66,7 +69,9 @@ impl DynamicTextureAtlasBuilder {
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allocation: Allocation,
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texture: &Texture,
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) {
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let rect = allocation.rectangle;
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let mut rect = allocation.rectangle;
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rect.max.x -= self.padding;
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rect.max.y -= self.padding;
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let atlas_width = atlas_texture.size.x() as usize;
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let rect_width = rect.width() as usize;
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let format_size = atlas_texture.format.pixel_size();
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@ -45,7 +45,7 @@ void main() {
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vec2(sprite_rect.end.x, sprite_rect.begin.y),
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sprite_rect.end
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);
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v_Uv = (atlas_positions[gl_VertexIndex] + vec2(0.05, 0.05)) / AtlasSize;
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v_Uv = (atlas_positions[gl_VertexIndex] + vec2(0.01, 0.01)) / AtlasSize;
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v_Color = TextureAtlasSprite_color;
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gl_Position = ViewProj * SpriteTransform * vec4(ceil(vertex_position), 1.0);
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}
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@ -25,7 +25,7 @@ impl FontAtlas {
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Self {
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texture_atlas: texture_atlases.add(texture_atlas),
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glyph_to_index: HashMap::new(),
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dynamic_texture_atlas_builder: DynamicTextureAtlasBuilder::new(size),
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dynamic_texture_atlas_builder: DynamicTextureAtlasBuilder::new(size, 1),
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}
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}
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@ -2,6 +2,7 @@ use bevy::prelude::*;
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fn main() {
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App::build()
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.add_resource(Msaa { samples: 4 })
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.add_default_plugins()
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.add_startup_system(setup.system())
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.run();
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@ -2,6 +2,7 @@ use bevy::prelude::*;
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fn main() {
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App::build()
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.add_resource(Msaa { samples: 4 })
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.add_default_plugins()
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.add_startup_system(setup.system())
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.run();
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@ -4,6 +4,7 @@ struct Rotator;
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fn main() {
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App::build()
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.add_resource(Msaa { samples: 4 })
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.add_default_plugins()
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.add_startup_system(setup.system())
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.add_system(rotator_system.system())
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@ -3,6 +3,7 @@ use bevy::prelude::*;
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/// This example illustrates various ways to load assets
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fn main() {
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App::build()
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.add_resource(Msaa { samples: 4 })
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.add_default_plugins()
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.add_startup_system(setup.system())
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.run();
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