bevy/examples/2d/pixel_grid_snap.rs
charlotte 03fd1b46ef
Move Msaa to component (#14273)
Switches `Msaa` from being a globally configured resource to a per
camera view component.

Closes #7194

# Objective

Allow individual views to describe their own MSAA settings. For example,
when rendering to different windows or to different parts of the same
view.

## Solution

Make `Msaa` a component that is required on all camera bundles.

## Testing

Ran a variety of examples to ensure that nothing broke.

TODO:
- [ ] Make sure android still works per previous comment in
`extract_windows`.

---

## Migration Guide

`Msaa` is no longer configured as a global resource, and should be
specified on each spawned camera if a non-default setting is desired.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-07-22 18:28:23 +00:00

181 lines
5.3 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,
},
sprite::MaterialMesh2dBundle,
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((
SpriteBundle {
texture: asset_server.load("pixel/bevy_pixel_dark.png"),
transform: Transform::from_xyz(-40., 20., 2.),
..default()
},
Rotate,
PIXEL_PERFECT_LAYERS,
));
// the sample sprite that will be rendered to the high-res "outer world"
commands.spawn((
SpriteBundle {
texture: asset_server.load("pixel/bevy_pixel_light.png"),
transform: Transform::from_xyz(-40., -20., 2.),
..default()
},
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((
MaterialMesh2dBundle {
mesh: meshes.add(Capsule2d::default()).into(),
transform: Transform::from_xyz(40., 0., 2.).with_scale(Vec3::splat(32.)),
material: materials.add(Color::BLACK),
..default()
},
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((
Camera2dBundle {
camera: Camera {
// render before the "main pass" camera
order: -1,
target: RenderTarget::Image(image_handle.clone()),
..default()
},
msaa: Msaa::Off,
..default()
},
InGameCamera,
PIXEL_PERFECT_LAYERS,
));
// spawn the canvas
commands.spawn((
SpriteBundle {
texture: image_handle,
..default()
},
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((
Camera2dBundle {
msaa: Msaa::Off,
..default()
},
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_seconds();
transform.rotate_z(dt);
}
}
/// Scales camera projection to fit the window (integer multiples only).
fn fit_canvas(
mut resize_events: EventReader<WindowResized>,
mut projections: Query<&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;
let mut projection = projections.single_mut();
projection.scale = 1. / h_scale.min(v_scale).round();
}
}