# Objective - Fixes https://github.com/bevyengine/bevy/issues/16556 - Closes https://github.com/bevyengine/bevy/issues/11807 ## Solution - Simplify custom projections by using a single source of truth - `Projection`, removing all existing generic systems and types. - Existing perspective and orthographic structs are no longer components - I could dissolve these to simplify further, but keeping them around was the fast way to implement this. - Instead of generics, introduce a third variant, with a trait object. - Do an object safety dance with an intermediate trait to allow cloning boxed camera projections. This is a normal rust polymorphism papercut. You can do this with a crate but a manual impl is short and sweet. ## Testing - Added a custom projection example --- ## Showcase - Custom projections and projection handling has been simplified. - Projection systems are no longer generic, with the potential for many different projection components on the same camera. - Instead `Projection` is now the single source of truth for camera projections, and is the only projection component. - Custom projections are still supported, and can be constructed with `Projection::custom()`. ## Migration Guide - `PerspectiveProjection` and `OrthographicProjection` are no longer components. Use `Projection` instead. - Custom projections should no longer be inserted as a component. Instead, simply set the custom projection as a value of `Projection` with `Projection::custom()`.
		
			
				
	
	
		
			158 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			158 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows how to create graphics that snap to the pixel grid by rendering to a texture in 2D
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use bevy::{
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    prelude::*,
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    render::{
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        camera::RenderTarget,
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        render_resource::{
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            Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
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        },
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        view::RenderLayers,
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    },
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    window::WindowResized,
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};
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/// In-game resolution width.
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const RES_WIDTH: u32 = 160;
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/// In-game resolution height.
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const RES_HEIGHT: u32 = 90;
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/// Default render layers for pixel-perfect rendering.
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/// You can skip adding this component, as this is the default.
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const PIXEL_PERFECT_LAYERS: RenderLayers = RenderLayers::layer(0);
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/// Render layers for high-resolution rendering.
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const HIGH_RES_LAYERS: RenderLayers = RenderLayers::layer(1);
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
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        .add_systems(Startup, (setup_camera, setup_sprite, setup_mesh))
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        .add_systems(Update, (rotate, fit_canvas))
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        .run();
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}
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/// Low-resolution texture that contains the pixel-perfect world.
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/// Canvas itself is rendered to the high-resolution world.
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#[derive(Component)]
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struct Canvas;
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/// Camera that renders the pixel-perfect world to the [`Canvas`].
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#[derive(Component)]
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struct InGameCamera;
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/// Camera that renders the [`Canvas`] (and other graphics on [`HIGH_RES_LAYERS`]) to the screen.
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#[derive(Component)]
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struct OuterCamera;
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#[derive(Component)]
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struct Rotate;
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fn setup_sprite(mut commands: Commands, asset_server: Res<AssetServer>) {
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    // the sample sprite that will be rendered to the pixel-perfect canvas
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    commands.spawn((
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        Sprite::from_image(asset_server.load("pixel/bevy_pixel_dark.png")),
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        Transform::from_xyz(-40., 20., 2.),
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        Rotate,
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        PIXEL_PERFECT_LAYERS,
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    ));
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    // the sample sprite that will be rendered to the high-res "outer world"
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    commands.spawn((
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        Sprite::from_image(asset_server.load("pixel/bevy_pixel_light.png")),
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        Transform::from_xyz(-40., -20., 2.),
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        Rotate,
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        HIGH_RES_LAYERS,
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    ));
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}
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/// Spawns a capsule mesh on the pixel-perfect layer.
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fn setup_mesh(
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    mut commands: Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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    commands.spawn((
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        Mesh2d(meshes.add(Capsule2d::default())),
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        MeshMaterial2d(materials.add(Color::BLACK)),
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        Transform::from_xyz(40., 0., 2.).with_scale(Vec3::splat(32.)),
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        Rotate,
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        PIXEL_PERFECT_LAYERS,
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    ));
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}
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fn setup_camera(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
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    let canvas_size = Extent3d {
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        width: RES_WIDTH,
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        height: RES_HEIGHT,
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        ..default()
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    };
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    // this Image serves as a canvas representing the low-resolution game screen
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    let mut canvas = Image {
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        texture_descriptor: TextureDescriptor {
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            label: None,
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            size: canvas_size,
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            dimension: TextureDimension::D2,
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            format: TextureFormat::Bgra8UnormSrgb,
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            mip_level_count: 1,
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            sample_count: 1,
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            usage: TextureUsages::TEXTURE_BINDING
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                | TextureUsages::COPY_DST
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                | TextureUsages::RENDER_ATTACHMENT,
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            view_formats: &[],
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        },
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        ..default()
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    };
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    // fill image.data with zeroes
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    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
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    commands.spawn((
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        Camera2d,
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        Camera {
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            // render before the "main pass" camera
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            order: -1,
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            target: RenderTarget::Image(image_handle.clone().into()),
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            ..default()
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        },
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        Msaa::Off,
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        InGameCamera,
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        PIXEL_PERFECT_LAYERS,
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    ));
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    // spawn the canvas
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    commands.spawn((Sprite::from_image(image_handle), Canvas, HIGH_RES_LAYERS));
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    // the "outer" camera renders whatever is on `HIGH_RES_LAYERS` to the screen.
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    // here, the canvas and one of the sample sprites will be rendered by this camera
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    commands.spawn((Camera2d, Msaa::Off, OuterCamera, HIGH_RES_LAYERS));
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}
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/// Rotates entities to demonstrate grid snapping.
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fn rotate(time: Res<Time>, mut transforms: Query<&mut Transform, With<Rotate>>) {
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    for mut transform in &mut transforms {
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        let dt = time.delta_secs();
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        transform.rotate_z(dt);
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    }
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}
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/// Scales camera projection to fit the window (integer multiples only).
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fn fit_canvas(
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    mut resize_events: EventReader<WindowResized>,
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    mut projection: Single<&mut Projection, With<OuterCamera>>,
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) {
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    let Projection::Orthographic(projection) = &mut **projection else {
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        return;
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    };
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    for event in resize_events.read() {
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        let h_scale = event.width / RES_WIDTH as f32;
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        let v_scale = event.height / RES_HEIGHT as f32;
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        projection.scale = 1. / h_scale.min(v_scale).round();
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    }
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}
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