Commit Graph

36 Commits

Author SHA1 Message Date
Zicklag
89217171b4 Add Sprite Flipping (#1407)
OK, here's my attempt at sprite flipping. There are a couple of points that I need review/help on, but I think the UX is about ideal:

```rust
        .spawn(SpriteBundle {
            material: materials.add(texture_handle.into()),
            sprite: Sprite {
                // Flip the sprite along the x axis
                flip: SpriteFlip { x: true, y: false },
                ..Default::default()
            },
            ..Default::default()
        });
```

Now for the issues. The big issue is that for some reason, when flipping the UVs on the sprite, there is a light "bleeding" or whatever you call it where the UV tries to sample past the texture boundry and ends up clipping. This is only noticed when resizing the window, though. You can see a screenshot below.

![image](https://user-images.githubusercontent.com/25393315/107098172-397aaa00-67d4-11eb-8e02-c90c820cd70e.png)

I am quite baffled why the texture sampling is overrunning like it is and could use some guidance if anybody knows what might be wrong.

The other issue, which I just worked around, is that I had to remove the `#[render_resources(from_self)]` annotation from the Spritesheet because the `SpriteFlip` render resource wasn't being picked up properly in the shader when using it. I'm not sure what the cause of that was, but by removing the annotation and re-organizing the shader inputs accordingly the problem was fixed.

I'm not sure if this is the most efficient way to do this or if there is a better way, but I wanted to try it out if only for the learning experience. Let me know what you think!
2021-03-03 19:26:45 +00:00
Alexander Sepity
d5a7330431
System sets and parallel executor v2 (#1144)
System sets and parallel executor v2
2021-02-09 12:14:10 -08:00
Zhixing Zhang
81809c71ce
Update to wgpu-rs 0.7 (#542)
Update to wgpu-rs 0.7
2021-01-31 20:06:42 -08:00
tigregalis
40b5bbd028
Rich text (#1245)
Rich text support (different fonts / styles within the same text section)
2021-01-24 17:07:43 -08:00
Nathan Jeffords
6531fcdfd2
HIDPI Text (#1132)
HIDPI Text 
* add more operator overloads to `bevy::math::Size`
* render UI text at physical resolution
2020-12-30 16:40:50 -06:00
Carter Anderson
704a116778
fix scene loading (#988) 2020-12-03 13:57:36 -08:00
Carter Anderson
7699f8b6db
optimize asset gpu data transfer (#987) 2020-12-03 12:39:29 -08:00
Carter Anderson
ccb31bc949
Optimize Text rendering / SharedBuffers (#972)
optimize Text rendering / SharedBuffers
2020-12-02 12:38:20 -08:00
Joshua J. Bouw
9f4c8b1b9a
Fix errors and panics to typical Rust conventions (#968)
Fix errors and panics to typical Rust conventions
2020-12-02 11:31:16 -08:00
Olivier Pinon
465c3d4f7b
Use glyph_brush_layout and add text alignment support (#765)
Use glyph_brush_layout and add text alignment support

Co-authored-by: Olivier Pinon <op@impero.com>
Co-authored-by: tigregalis <anak.harimau@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2020-11-12 16:21:48 -08:00
Carter Anderson
44b3e24e32
fix mesh allocation bug and public mesh api improvements (#768) 2020-11-02 13:15:07 -08:00
Julian Heinken
4645da30c8
Mesh overhaul with custom vertex attributes #592 (#599)
Mesh overhaul with custom vertex attributes
2020-10-30 19:21:53 -07:00
tigregalis
ff626f2f6f
fix wavy text (#725)
fix wavy text

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2020-10-30 16:29:24 -07:00
Carter Anderson
c32e637384
Asset system rework and GLTF scene loading (#693) 2020-10-18 13:48:15 -07:00
Grayson Burton
354d71cc1f
The Great Debuggening (#632)
The Great Debuggening
2020-10-08 11:43:01 -07:00
Carter Anderson
05db806e15
fix DrawableText crash (#574) 2020-09-25 17:57:23 -07:00
Hugo Lindsay
00be5d083e
UI component bundles derive clone (#390)
make Draw, TextStyle, and the rest of the ui components derive clone
2020-08-29 16:49:39 -07:00
Fabian Würfl
7b4bdef77c
Support multiline Texts (#183) 2020-08-24 17:13:24 -07:00
Victor "multun" Collod
d138647818 enforce cargo fmt --check 2020-08-16 05:02:06 -07:00
Carter Anderson
ca87359c6e render: add MSAA support 2020-07-29 18:15:15 -07:00
Carter Anderson
cf9501a50e ui: feed computed text position into bevy_ui flex
and remove TextAlign because it is now redundant
2020-07-27 21:04:04 -07:00
Thomas Herzog
b4c185eb0c cargo fmt 2020-07-26 21:10:18 +02:00
Carter Anderson
2ec530da8c ui: fix right alignment 2020-07-18 17:05:22 -07:00
Carter Anderson
6db82714dc ui: text alignment and more complete button example event handling 2020-07-18 17:03:37 -07:00
Carter Anderson
b12c4d0a48 render: simplify imports and cleanup prelude 2020-07-16 18:26:21 -07:00
Carter Anderson
196bde64e3 cargo fmt 2020-07-16 17:23:50 -07:00
Carter Anderson
1110f9b877 create bevy_math crate and move math types there 2020-07-16 17:11:52 -07:00
Carter Anderson
69925f0817 render: multi-window cameras ready to go!
passes now bind camera buffers and cameras can now be assigned non-primary windows
2020-06-25 23:04:08 -07:00
Carter Anderson
e921ae0199 sprite: use bevy_transform types in sprite sheet entities 2020-06-22 12:35:33 -07:00
Carter Anderson
faacd2778d sprite: add color to TextureAtlasSprite and make Vec3 16 bytes again to account for glsl UBO layout 2020-06-21 17:43:36 -07:00
Carter Anderson
ecea30cadb text: new atlased rendering finally works!
removed old render-to-texture rendering
2020-06-20 12:40:37 -07:00
Carter Anderson
da3d6983a7 text: immediate-mode atlased text rendering works, but theres no character positioning/layout yet 2020-06-19 13:45:26 -07:00
Carter Anderson
4246d47fec render: move pipeline compilation and bind group creation into draw stage. impl ResourceSet for DrawContext. progress on text drawing. general cleanup 2020-06-18 17:27:20 -07:00
Carter Anderson
e57fdca1bc render: more progress on immediate mode rendering and DrawableText 2020-06-17 13:10:33 -07:00
Carter Anderson
0fec350411 render: rename "Assignment" to "Binding" and "AssignmentSet" to "BindGroup" 2020-06-14 12:02:19 -07:00
Carter Anderson
516cf9ddf0 text: font atlas generation. initial Drawable boilerplate. temporary font atlas debug example 2020-06-13 18:53:31 -07:00