bevy/examples/2d/mesh2d_alpha_mode.rs
IceSentry 9de25ad330
Add AlphaMask2d phase (#14724)
# Objective

- Bevy now supports an opaque phase for mesh2d, but it's very common for
2d textures to have a transparent alpha channel.

## Solution

- Add an alpha mask phase identical to the one in 3d. It will do the
alpha masking in the shader before drawing the mesh.
- Uses the BinnedRenderPhase
- Since it's an opaque draw it also correctly writes to depth

## Testing

- Tested the mes2d_alpha_mode example and the bevymark example with
alpha mask mode enabled

---

## Showcase


![image](https://github.com/user-attachments/assets/9e5e4561-d0a7-4aa3-b049-d4b1247d5ed4)

The white logo on the right is rendered with alpha mask enabled.

Running the bevymark example I can get 65fps for 120k mesh2d all using
alpha mask.

## Notes

This is one more step for mesh2d improvements
https://github.com/bevyengine/bevy/issues/13265

---------

Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
2024-08-15 14:10:37 +00:00

97 lines
3.3 KiB
Rust

//! This example is used to test how transforms interact with alpha modes for [`MaterialMesh2dBundle`] entities.
//! This makes sure the depth buffer is correctly being used for opaque and transparent 2d meshes
use bevy::{
color::palettes::css::{BLUE, GREEN, WHITE},
prelude::*,
sprite::{AlphaMode2d, MaterialMesh2dBundle},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands.spawn(Camera2dBundle::default());
let texture_handle = asset_server.load("branding/icon.png");
let mesh_handle = meshes.add(Rectangle::from_size(Vec2::splat(256.0)));
// opaque
// Each sprite should be square with the transparent parts being completely black
// The blue sprite should be on top with the white and green one behind it
commands.spawn(MaterialMesh2dBundle {
mesh: mesh_handle.clone().into(),
material: materials.add(ColorMaterial {
color: WHITE.into(),
alpha_mode: AlphaMode2d::Opaque,
texture: Some(texture_handle.clone()),
}),
transform: Transform::from_xyz(-400.0, 0.0, 0.0),
..default()
});
commands.spawn(MaterialMesh2dBundle {
mesh: mesh_handle.clone().into(),
material: materials.add(ColorMaterial {
color: BLUE.into(),
alpha_mode: AlphaMode2d::Opaque,
texture: Some(texture_handle.clone()),
}),
transform: Transform::from_xyz(-300.0, 0.0, 1.0),
..default()
});
commands.spawn(MaterialMesh2dBundle {
mesh: mesh_handle.clone().into(),
material: materials.add(ColorMaterial {
color: GREEN.into(),
alpha_mode: AlphaMode2d::Opaque,
texture: Some(texture_handle.clone()),
}),
transform: Transform::from_xyz(-200.0, 0.0, -1.0),
..default()
});
// Test the interaction between opaque/mask and transparent meshes
// The white sprite should be:
// - only the icon is opaque but background is transparent
// - on top of the green sprite
// - behind the blue sprite
commands.spawn(MaterialMesh2dBundle {
mesh: mesh_handle.clone().into(),
material: materials.add(ColorMaterial {
color: WHITE.into(),
alpha_mode: AlphaMode2d::Mask(0.5),
texture: Some(texture_handle.clone()),
}),
transform: Transform::from_xyz(200.0, 0.0, 0.0),
..default()
});
commands.spawn(MaterialMesh2dBundle {
mesh: mesh_handle.clone().into(),
material: materials.add(ColorMaterial {
color: BLUE.with_alpha(0.7).into(),
alpha_mode: AlphaMode2d::Blend,
texture: Some(texture_handle.clone()),
}),
transform: Transform::from_xyz(300.0, 0.0, 1.0),
..default()
});
commands.spawn(MaterialMesh2dBundle {
mesh: mesh_handle.clone().into(),
material: materials.add(ColorMaterial {
color: GREEN.with_alpha(0.7).into(),
alpha_mode: AlphaMode2d::Blend,
texture: Some(texture_handle),
}),
transform: Transform::from_xyz(400.0, 0.0, -1.0),
..default()
});
}