Commit graph

78 commits

Author SHA1 Message Date
Zicklag
89217171b4 Add Sprite Flipping (#1407)
OK, here's my attempt at sprite flipping. There are a couple of points that I need review/help on, but I think the UX is about ideal:

```rust
        .spawn(SpriteBundle {
            material: materials.add(texture_handle.into()),
            sprite: Sprite {
                // Flip the sprite along the x axis
                flip: SpriteFlip { x: true, y: false },
                ..Default::default()
            },
            ..Default::default()
        });
```

Now for the issues. The big issue is that for some reason, when flipping the UVs on the sprite, there is a light "bleeding" or whatever you call it where the UV tries to sample past the texture boundry and ends up clipping. This is only noticed when resizing the window, though. You can see a screenshot below.

![image](https://user-images.githubusercontent.com/25393315/107098172-397aaa00-67d4-11eb-8e02-c90c820cd70e.png)

I am quite baffled why the texture sampling is overrunning like it is and could use some guidance if anybody knows what might be wrong.

The other issue, which I just worked around, is that I had to remove the `#[render_resources(from_self)]` annotation from the Spritesheet because the `SpriteFlip` render resource wasn't being picked up properly in the shader when using it. I'm not sure what the cause of that was, but by removing the annotation and re-organizing the shader inputs accordingly the problem was fixed.

I'm not sure if this is the most efficient way to do this or if there is a better way, but I wanted to try it out if only for the learning experience. Let me know what you think!
2021-03-03 19:26:45 +00:00
Rob Parrett
110ff77db9
Fix regression causing "flipped" sprites to be invisible (#1399)
Regressed in 81809c71ce
2021-02-04 20:17:11 -08:00
Zhixing Zhang
81809c71ce
Update to wgpu-rs 0.7 (#542)
Update to wgpu-rs 0.7
2021-01-31 20:06:42 -08:00
Carter Anderson
704a116778
fix scene loading (#988) 2020-12-03 13:57:36 -08:00
Carter Anderson
72b2fc9843
Bevy Reflection (#926)
Bevy Reflection
2020-11-27 16:39:59 -08:00
Carter Anderson
c32e637384
Asset system rework and GLTF scene loading (#693) 2020-10-18 13:48:15 -07:00
David Ackerman
7ba45849f3
Add default for texture format (#675) 2020-10-16 11:44:31 -07:00
Grant Moyer
e6a57bad25
Fix sprite clipping at same depth (#385) 2020-08-28 16:45:54 -07:00
kaflu
2dadc86fb0
Change CullMode to none for sprites (#241)
With `CullMode::Back`, a sprite image that is rotated in x,y plane won't display properly

Co-authored-by: kaflu <kaflu@users.noreply.github.com>
2020-08-21 19:52:31 -07:00
Carter Anderson
7c3b49cb6f upgrade to latest wgpu 2020-08-21 18:36:32 -07:00
Victor "multun" Collod
c38420f1e9 enforce clippy for all target and features 2020-08-16 07:20:06 -07:00
Carter Anderson
b5d3f7e794 use right handed coordinate system in 3d 2020-07-20 01:33:30 -07:00
Carter Anderson
b12c4d0a48 render: simplify imports and cleanup prelude 2020-07-16 18:26:21 -07:00
Carter Anderson
c81ab99dac cargo fmt 2020-07-10 01:37:06 -07:00
Carter Anderson
950e50bbb1 Bevy ECS migration 2020-07-10 01:06:21 -07:00
Carter Anderson
1ef4fbf005 ui: rework so Nodes now use transforms and z-sort happens 2020-06-25 10:13:00 -07:00
Carter Anderson
75429f4639 render: use left-handed coordinate system and y-up 2020-06-24 15:29:10 -07:00
Carter Anderson
f1786ec20a sprite: use bevy_transform types in sprite entities 2020-06-22 12:14:40 -07:00
Carter Anderson
fc4160ea41 AssetRenderResourceNodes now consume asset change events. Remove EntitiesWaitingForAssets in favor of DrawState. 2020-06-10 18:54:17 -07:00
Carter Anderson
3d07fbdc81 render: "Immediate Mode" draw api
This replaces Renderable with Draw/RenderPipelines components and makes various aspects of the renderer much simpler and legible
2020-06-09 23:16:48 -07:00
Carter Anderson
1426208e2f remove DrawTargets in favor of PassNodes and in preparation for "immediate mode" drawing api 2020-06-08 14:35:13 -07:00
Carter Anderson
2705e5cbb4 add texture atlases 2020-06-06 00:12:38 -07:00
Carter Anderson
6eea96366d cargo fmt 2020-06-03 20:08:20 -07:00
Carter Anderson
5927bad382 sprite sheets are fully operational 2020-06-03 19:00:19 -07:00
Carter Anderson
13d56907ed sprite: more sprite sheet work (not quite operable yet) 2020-06-03 11:39:10 -07:00
Carter Anderson
5bcd594cb4 bytes: AsBytes trait, remove zerocopy, remove glam fork 2020-06-01 19:38:05 -07:00
Carter Anderson
e68ae995f8 rename rect to quad 2020-05-31 23:39:20 -07:00
Carter Anderson
6e76296ce0 sprite: create sprite crate. center 2d camera (split from ui camera). add 2d camera movement 2020-05-30 12:31:04 -07:00