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Add example for pixel-perfect grid snapping in 2D (#8112)
# Objective Provide an example of how to achieve pixel-perfect "grid snapping" in 2D via rendering to a texture. This is a common use case in retro pixel art game development. ## Solution Render sprites to a canvas via a Camera, then use another (scaled up) Camera to render the resulting canvas to the screen. This example is based on the `3d/render_to_texture.rs` example. Furthermore, this example demonstrates mixing retro-style graphics with high-resolution graphics, as well as pixel-snapped rendering of a `MaterialMesh2dBundle`.
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//! 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, | ||
}; | ||
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/// In-game resolution width. | ||
const RES_WIDTH: u32 = 160; | ||
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/// In-game resolution height. | ||
const RES_HEIGHT: u32 = 90; | ||
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/// 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); | ||
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/// Render layers for high-resolution rendering. | ||
const HIGH_RES_LAYERS: RenderLayers = RenderLayers::layer(1); | ||
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fn main() { | ||
App::new() | ||
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) | ||
.insert_resource(Msaa::Off) | ||
.add_systems(Startup, (setup_camera, setup_sprite, setup_mesh)) | ||
.add_systems(Update, (rotate, fit_canvas)) | ||
.run(); | ||
} | ||
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/// Low-resolution texture that contains the pixel-perfect world. | ||
/// Canvas itself is rendered to the high-resolution world. | ||
#[derive(Component)] | ||
struct Canvas; | ||
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/// Camera that renders the pixel-perfect world to the [`Canvas`]. | ||
#[derive(Component)] | ||
struct InGameCamera; | ||
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/// Camera that renders the [`Canvas`] (and other graphics on [`HIGH_RES_LAYERS`]) to the screen. | ||
#[derive(Component)] | ||
struct OuterCamera; | ||
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#[derive(Component)] | ||
struct Rotate; | ||
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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, | ||
)); | ||
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// 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, | ||
)); | ||
} | ||
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/// 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(Mesh::from(shape::Capsule::default())).into(), | ||
transform: Transform::from_xyz(40., 0., 2.).with_scale(Vec3::splat(32.)), | ||
material: materials.add(ColorMaterial::from(Color::BLACK)), | ||
..default() | ||
}, | ||
Rotate, | ||
PIXEL_PERFECT_LAYERS, | ||
)); | ||
} | ||
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fn setup_camera(mut commands: Commands, mut images: ResMut<Assets<Image>>) { | ||
let canvas_size = Extent3d { | ||
width: RES_WIDTH, | ||
height: RES_HEIGHT, | ||
..default() | ||
}; | ||
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// 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() | ||
}; | ||
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// fill image.data with zeroes | ||
canvas.resize(canvas_size); | ||
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let image_handle = images.add(canvas); | ||
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// 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() | ||
}, | ||
..default() | ||
}, | ||
InGameCamera, | ||
PIXEL_PERFECT_LAYERS, | ||
)); | ||
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// spawn the canvas | ||
commands.spawn(( | ||
SpriteBundle { | ||
texture: image_handle, | ||
..default() | ||
}, | ||
Canvas, | ||
HIGH_RES_LAYERS, | ||
)); | ||
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// 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::default(), OuterCamera, HIGH_RES_LAYERS)); | ||
} | ||
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/// 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); | ||
} | ||
} | ||
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/// 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(); | ||
} | ||
} |
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