mirror of
https://github.com/bevyengine/bevy
synced 2024-11-21 20:23:28 +00:00
2bd328220b
# Objective Fixes #15791. As raised in #11022, scaling orthographic cameras is confusing! In Bevy 0.14, there were multiple completely redundant ways to do this, and no clear guidance on which to use. As a result, #15075 removed the `scale` field from `OrthographicProjection` completely, solving the redundancy issue. However, this resulted in an unintuitive API and a painful migration, as discussed in #15791. Users simply want to change a single parameter to zoom, rather than deal with the irrelevant details of how the camera is being scaled. ## Solution This PR reverts #15075, and takes an alternate, more nuanced approach to the redundancy problem. `ScalingMode::WindowSize` was by far the biggest offender. This was the default variant, and stored a float that was *fully* redundant to setting `scale`. All of the other variants contained meaningful semantic information and had an intuitive scale. I could have made these unitless, storing an aspect ratio, but this would have been a worse API and resulted in a pointlessly painful migration. In the course of this work I've also: - improved the documentation to explain that you should just set `scale` to zoom cameras - swapped to named fields for all of the variants in `ScalingMode` for more clarity about the parameter meanings - substantially improved the `projection_zoom` example - removed the footgunny `Mul` and `Div` impls for `ScalingMode`, especially since these no longer have the intended effect on `ScalingMode::WindowSize`. - removed a rounding step because this is now redundant 🎉 ## Testing I've tested these changes as part of my work in the `projection_zoom` example, and things seem to work fine. ## Migration Guide `ScalingMode` has been refactored for clarity, especially on how to zoom orthographic cameras and their projections: - `ScalingMode::WindowSize` no longer stores a float, and acts as if its value was 1. Divide your camera's scale by any previous value to achieve identical results. - `ScalingMode::FixedVertical` and `FixedHorizontal` now use named fields. --------- Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
154 lines
4.7 KiB
Rust
154 lines
4.7 KiB
Rust
//! 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,
|
|
},
|
|
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()))
|
|
.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((
|
|
Sprite::from_image(asset_server.load("pixel/bevy_pixel_dark.png")),
|
|
Transform::from_xyz(-40., 20., 2.),
|
|
Rotate,
|
|
PIXEL_PERFECT_LAYERS,
|
|
));
|
|
|
|
// the sample sprite that will be rendered to the high-res "outer world"
|
|
commands.spawn((
|
|
Sprite::from_image(asset_server.load("pixel/bevy_pixel_light.png")),
|
|
Transform::from_xyz(-40., -20., 2.),
|
|
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((
|
|
Mesh2d(meshes.add(Capsule2d::default())),
|
|
MeshMaterial2d(materials.add(Color::BLACK)),
|
|
Transform::from_xyz(40., 0., 2.).with_scale(Vec3::splat(32.)),
|
|
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((
|
|
Camera2d,
|
|
Camera {
|
|
// render before the "main pass" camera
|
|
order: -1,
|
|
target: RenderTarget::Image(image_handle.clone()),
|
|
..default()
|
|
},
|
|
Msaa::Off,
|
|
InGameCamera,
|
|
PIXEL_PERFECT_LAYERS,
|
|
));
|
|
|
|
// spawn the canvas
|
|
commands.spawn((Sprite::from_image(image_handle), 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((Camera2d, Msaa::Off, 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_secs();
|
|
transform.rotate_z(dt);
|
|
}
|
|
}
|
|
|
|
/// Scales camera projection to fit the window (integer multiples only).
|
|
fn fit_canvas(
|
|
mut resize_events: EventReader<WindowResized>,
|
|
mut projection: Single<&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;
|
|
projection.scale = 1. / h_scale.min(v_scale).round();
|
|
}
|
|
}
|