fix(renderer): universal render pass starts with a dummy camera uniform and quads now dont do subpixels

This commit is contained in:
lisk77 2025-11-16 01:05:31 +01:00
parent d37351fbc5
commit 9c5a471519

View file

@ -4,10 +4,10 @@ use crate::{
render_pass::{universal_clear_execute, universal_load_execute, RenderPass},
renderer::Renderer,
};
use comet_colors::{sRgba, Color};
use comet_colors::Color;
use comet_ecs::{Component, Render, Render2D, Transform2D};
use comet_log::*;
use comet_math::v2;
use comet_math::{m4, v2};
use comet_resources::{
font::Font, graphic_resource_manager::GraphicResourceManager, texture_atlas::*, Texture, Vertex,
};
@ -500,6 +500,36 @@ impl<'a> Renderer2D<'a> {
resources.insert_sampler(label.clone(), texture_sampler);
}
if let Some(camera_layout) = extra_bind_group_layouts.get(0) {
let device = self.render_context.device();
let identity: [[f32; 4]; 4] = m4::IDENTITY.into();
let cam_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(&format!("{} Default Camera Buffer", label)),
contents: bytemuck::cast_slice(&[identity]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let default_camera_bg =
Arc::new(device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some(&format!("{} Default Camera Bind Group", label)),
layout: camera_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: cam_buffer.as_entire_binding(),
}],
}));
let resources = self.render_context.resources_mut();
resources.insert_buffer(label.clone(), Arc::new(cam_buffer));
resources.insert_bind_group(label.clone(), default_camera_bg);
} else {
warn!(
"Render pass '{}' created without camera layout — skipping default camera bind group",
label
);
}
self.render_passes
.push(RenderPass::new(label.clone(), execute));
@ -775,34 +805,34 @@ impl<'a> Renderer2D<'a> {
})
.collect();
let screen_corners: Vec<(f32, f32)> = rotated_world_corners
let snapped_screen_corners: Vec<(f32, f32)> = rotated_world_corners
.iter()
.map(|(x, y)| {
(
*x / self.render_context.config().width as f32,
*y / self.render_context.config().height as f32,
x.round() / self.render_context.config().width as f32,
y.round() / self.render_context.config().height as f32,
)
})
.collect();
vertex_buffer.extend_from_slice(&[
Vertex::new(
[screen_corners[0].0, screen_corners[0].1, 0.0],
[snapped_screen_corners[0].0, snapped_screen_corners[0].1, 0.0],
[region.u0(), region.v0()],
[1.0, 1.0, 1.0, 1.0],
),
Vertex::new(
[screen_corners[1].0, screen_corners[1].1, 0.0],
[snapped_screen_corners[1].0, snapped_screen_corners[1].1, 0.0],
[region.u0(), region.v1()],
[1.0, 1.0, 1.0, 1.0],
),
Vertex::new(
[screen_corners[2].0, screen_corners[2].1, 0.0],
[snapped_screen_corners[2].0, snapped_screen_corners[2].1, 0.0],
[region.u1(), region.v1()],
[1.0, 1.0, 1.0, 1.0],
),
Vertex::new(
[screen_corners[3].0, screen_corners[3].1, 0.0],
[snapped_screen_corners[3].0, snapped_screen_corners[3].1, 0.0],
[region.u1(), region.v0()],
[1.0, 1.0, 1.0, 1.0],
),