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Add example for pixel-perfect grid snapping in 2D
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nxsaken committed Mar 17, 2023
1 parent 7d5f89c commit dcafb04
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10 changes: 10 additions & 0 deletions Cargo.toml
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Expand Up @@ -379,6 +379,16 @@ description = "Demonstrates pixel perfect in 2d"
category = "2D Rendering"
wasm = true

[[example]]
name = "pixel_grid_snap"
path = "examples/2d/pixel_grid_snap.rs"

[package.metadata.example.pixel_grid_snap]
name = "Pixel Grid Snapping"
description = "Shows how to create graphics that snap to the pixel grid by rendering to a texture in 2D"
category = "2D Rendering"
wasm = true

# 3D Rendering
[[example]]
name = "3d_scene"
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158 changes: 158 additions & 0 deletions examples/2d/pixel_grid_snap.rs
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//! Shows how to create graphics that snap to the pixel grid by rendering to a texture in 2D

use std::f32::consts::PI;

use bevy::{
prelude::*,
render::{
camera::RenderTarget,
render_resource::{
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
},
view::RenderLayers,
},
};
use bevy_internal::sprite::MaterialMesh2dBundle;
use bevy_internal::window::WindowResized;

const RES_WIDTH: u32 = 160;
const RES_HEIGHT: u32 = 90;

fn main() {
App::new()
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
.insert_resource(Msaa::Off)
.add_startup_systems((setup_camera, setup_sprite, setup_mesh))
.add_systems((transform_drawables, fit_canvas))
.run();
}

#[derive(Component)]
struct Canvas;

#[derive(Component)]
struct InGameCamera;

#[derive(Component)]
struct OuterCamera;

#[derive(Component)]
struct Drawable;

fn setup_sprite(mut commands: Commands, asset_server: Res<AssetServer>) {
let texture = asset_server.load("textures/rpg/chars/sensei/sensei.png");
// the sample sprite that will be rendered to the canvas
commands.spawn((
SpriteBundle {
texture: texture.clone(),
transform: Transform::from_xyz(-40., 20., 0.),
..default()
},
Drawable,
RenderLayers::layer(1),
));

// same, but skips the pixel-perfect rendering
commands.spawn((
SpriteBundle {
texture,
transform: Transform::from_xyz(-40., -20., 0.),
..default()
},
Drawable,
));
}

fn setup_mesh(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands.spawn((
MaterialMesh2dBundle {
mesh: meshes.add(Mesh::from(shape::Quad::default())).into(),
transform: Transform::from_xyz(40., 0., 0.).with_scale(Vec3::splat(32.)),
material: materials.add(ColorMaterial::from(Color::BLACK)),
..default()
},
RenderLayers::layer(1),
Drawable,
));
}

fn setup_camera(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
let size = Extent3d {
width: RES_WIDTH,
height: RES_HEIGHT,
..default()
};

// the "canvas"
let mut canvas = Image {
texture_descriptor: TextureDescriptor {
label: None,
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(size);

let image_handle = images.add(canvas);

commands.spawn((
Camera2dBundle {
camera: Camera {
// render before the "main pass" camera
order: -1,
target: RenderTarget::Image(image_handle.clone()),
..default()
},
..default()
},
RenderLayers::layer(1),
InGameCamera,
));

// the "canvas" sprite
commands.spawn((
SpriteBundle {
texture: image_handle,
..default()
},
Canvas,
));

// the main camera
commands.spawn((Camera2dBundle::default(), OuterCamera));
}

/// transform drawables to demonstrate grid snapping
fn transform_drawables(time: Res<Time>, mut query: Query<&mut Transform, With<Drawable>>) {
for mut transform in &mut query {
let dt = time.delta_seconds();
transform.rotate_z(dt * PI / 2.);
}
}

/// scales camera projection to fit the window (integer multiples only)
fn fit_canvas(
mut resize_event: EventReader<WindowResized>,
mut q: Query<&mut OrthographicProjection, With<OuterCamera>>,
) {
for event in resize_event.iter() {
let h_scale = event.width / RES_WIDTH as f32;
let v_scale = event.height / RES_HEIGHT as f32;
let mut projection = q.single_mut();
projection.scale = 1. / h_scale.min(v_scale).round();
}
}

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