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fix: sprite billboard #774

Merged
merged 2 commits into from
Dec 3, 2024
Merged

fix: sprite billboard #774

merged 2 commits into from
Dec 3, 2024

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wumaolinmaoan
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@wumaolinmaoan wumaolinmaoan commented Dec 2, 2024

Summary by CodeRabbit

  • New Features

    • Transitioned rendering strategy from billboard to mesh for various components, enhancing visual fidelity.
    • Introduced a maskMode property for sprites to improve rendering flexibility.
  • Bug Fixes

    • Improved initialization of the renderer object to prevent potential runtime errors.
  • Refactor

    • Streamlined the fromData method across components for better data handling and default property settings.

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coderabbitai bot commented Dec 2, 2024

Walkthrough

The changes in this pull request involve significant updates to the rendering logic across three components: BaseRenderComponent, SpriteComponent, and TextComponent. The primary modification is the alteration of the renderMode property from spec.RenderMode.BILLBOARD to spec.RenderMode.MESH, affecting how these components render their visuals. Additionally, the initialization of the renderer object has been refined to ensure proper defaults and prevent runtime errors. These adjustments enhance the flexibility and robustness of the rendering process.

Changes

File Path Change Summary
packages/effects-core/src/components/base-render-component.ts Updated renderMode in BaseRenderComponent constructor to spec.RenderMode.MESH. Modified render method to include conditional checks for renderMode. Adjusted setItem method for new renderer structure.
packages/effects-core/src/plugins/sprite/sprite-item.ts Changed default renderMode in SpriteComponent's fromData method to spec.RenderMode.MESH. Added maskMode property with default value. Refined renderer initialization and property handling.
packages/effects-core/src/plugins/text/text-item.ts Updated renderMode in TextComponent's fromData method to spec.RenderMode.MESH. Streamlined renderer initialization to ensure it defaults to an empty object if not provided.

Possibly related PRs

Suggested reviewers

  • Sruimeng
  • RGCHN
  • yiiqii

🐰 "In a world of mesh and light,
We hop and play, a joyful sight.
From billboards high to shapes anew,
Our rendering dreams now come true!
With every hop, we dance and cheer,
For changes made, we hold so dear!" 🐇


📜 Recent review details

Configuration used: .coderabbit.yaml
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between cb8b5dc and f77fe60.

⛔ Files ignored due to path filters (1)
  • packages/effects-core/src/shader/item.vert.glsl is excluded by !**/*.glsl
📒 Files selected for processing (3)
  • packages/effects-core/src/components/base-render-component.ts (2 hunks)
  • packages/effects-core/src/plugins/sprite/sprite-item.ts (1 hunks)
  • packages/effects-core/src/plugins/text/text-item.ts (1 hunks)
🔇 Additional comments (5)
packages/effects-core/src/plugins/text/text-item.ts (2)

Line range hint 108-117: LGTM: Well-structured renderer initialization

The initialization of renderer properties follows a consistent pattern using nullish coalescing operators and provides appropriate default values. The code is well-structured and follows TypeScript best practices.


109-109: Verify text visibility with MESH rendering mode

The change from BILLBOARD to MESH rendering mode could affect how text appears from different viewing angles. Please ensure this change doesn't negatively impact text visibility in existing use cases.

Consider documenting the rendering mode differences and their use cases in the component's documentation to help users choose the appropriate mode for their needs.

✅ Verification successful

Based on the gathered information, I can now generate the final response:

Change to MESH render mode is safe and intentional

The switch from BILLBOARD to MESH render mode is part of a well-tested rendering system that supports multiple modes. The test cases show that both modes are valid options, and MESH mode is already being used as the default in other components. This change aligns the text rendering with the system's standard behavior.

  • The codebase has comprehensive tests for different render modes including MESH and BILLBOARD
  • MESH is already the default render mode in base components and sprite items
  • The rendering system properly handles both modes with appropriate material properties
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for any existing text visibility or rendering mode related issues/comments
rg -i "text.*visibility|billboard.*text|mesh.*text" .github/
# Look for other components using BILLBOARD mode that might need similar updates
ast-grep --pattern 'renderMode: $mode.BILLBOARD'

Length of output: 113


Script:

#!/bin/bash
# Let's search for all references to RenderMode in the codebase
rg -A 2 "RenderMode\." --type ts

# Also search for any tests or documentation related to text rendering modes
rg -i "text.*render.*mode" --type ts

# Look for any migration guides or documentation about rendering modes
fd README.md | xargs rg -i "render.*mode|billboard|mesh"

Length of output: 50292


Script:

#!/bin/bash
# Let's search for the RenderMode enum definition and its usage
ast-grep --pattern 'enum RenderMode {
  $$$
}'

# Search for any comments or documentation about render modes
rg -i "render.*mode.*\(mesh|billboard\)" --type ts -A 2 -B 2

# Look for test cases comparing MESH and BILLBOARD modes
rg -i "test.*render.*mode" --type ts

Length of output: 5270

packages/effects-core/src/plugins/sprite/sprite-item.ts (1)

Line range hint 296-307: Verify the impact of switching from BILLBOARD to MESH rendering mode.

The change from BILLBOARD to MESH as the default rendering mode could have significant implications:

  1. Performance: MESH rendering might have different performance characteristics compared to billboard rendering, especially for large numbers of sprites.
  2. Visual Appearance: The rendering behavior will change as meshes and billboards handle rotation and perspective differently.
  3. Compatibility: Existing sprite configurations might rely on billboard behavior.

Let's verify the usage and potential impact:

Consider the following recommendations:

  1. Document the rationale for this change in the PR description
  2. Add a migration guide for users who might be affected
  3. Consider making this configurable at a global level rather than changing the default

The initialization pattern could be more concise using object spread with defaults:

-      renderMode: renderer.renderMode ?? spec.RenderMode.MESH,
-      blending: renderer.blending ?? spec.BlendingMode.ALPHA,
-      texture: renderer.texture ?? this.engine.emptyTexture,
-      occlusion: !!renderer.occlusion,
-      transparentOcclusion: !!renderer.transparentOcclusion || (renderer.maskMode === spec.MaskMode.MASK),
-      side: renderer.side ?? spec.SideMode.DOUBLE,
-      shape: renderer.shape,
-      mask: renderer.mask ?? 0,
-      maskMode: renderer.maskMode ?? spec.MaskMode.NONE,
-      order: listIndex,
+      ...{
+        renderMode: spec.RenderMode.MESH,
+        blending: spec.BlendingMode.ALPHA,
+        texture: this.engine.emptyTexture,
+        occlusion: false,
+        transparentOcclusion: false,
+        side: spec.SideMode.DOUBLE,
+        mask: 0,
+        maskMode: spec.MaskMode.NONE,
+      },
+      ...renderer,
+      transparentOcclusion: !!renderer.transparentOcclusion || (renderer.maskMode === spec.MaskMode.MASK),
+      order: listIndex,
✅ Verification successful

Let me gather more information about the rendering mode usage and its implications.


Let me check the test files and actual implementations to understand if this change is intentional and properly tested.


Based on the test file output, I can see that multiple render modes are supported and tested, including BILLBOARD, MESH, VERTICAL_BILLBOARD, and HORIZONTAL_BILLBOARD. Let me check the enum definition and default usage patterns.


The change from BILLBOARD to MESH as default render mode appears to be intentional and safe

The codebase analysis reveals:

  1. The particle system still defaults to BILLBOARD mode, indicating this change is specific to sprites
  2. Both BILLBOARD and MESH modes are properly tested in the test suite
  3. The renderer handles both modes through conditional logic in BaseRenderComponent
  4. The change uses nullish coalescing, allowing explicit BILLBOARD mode when needed

The architectural impact is minimal since:

  • The code maintains backward compatibility through the ability to override the default
  • The rendering system already supports both modes fully
  • Tests validate the behavior of both rendering modes
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for any explicit renderMode configurations that might be affected
rg -A 2 "renderMode:\s*(spec\.RenderMode\.BILLBOARD|spec\.RenderMode\.MESH)"

# Look for existing sprite configurations that might be impacted
ast-grep --pattern 'new SpriteComponent($$$)'

Length of output: 434


Script:

#!/bin/bash
# Search for RenderMode enum definition and usages
ast-grep --pattern 'enum RenderMode {
  $$$
}'

# Search for any tests or examples using RenderMode
rg -l "RenderMode\.(BILLBOARD|MESH)"

# Look for any migration guides or documentation
fd README.md

Length of output: 1090


Script:

#!/bin/bash
# Check test files for render mode expectations
rg -A 5 "RenderMode\.(BILLBOARD|MESH)" "web-packages/test/unit/src/effects-core/plugins/sprite/sprite-renderder.spec.ts"

# Check the actual implementation in base component
rg -A 10 "class BaseRenderComponent" "packages/effects-core/src/components/base-render-component.ts"

# Look for any breaking change documentation
rg -i "breaking|migration|upgrade" "packages/effects-core/README.md"

Length of output: 1034


Script:

#!/bin/bash
# Find the RenderMode enum definition
rg -A 5 "enum RenderMode" packages/effects-core/src

# Check for any existing default render mode patterns
rg -B 2 "RenderMode\.BILLBOARD" packages/effects-core/src

# Look for documentation of render modes
rg -A 5 "RenderMode" "packages/effects-core/README.md" "packages/effects/README.md"

Length of output: 820

packages/effects-core/src/components/base-render-component.ts (2)

76-76: Change of default renderMode to MESH aligns with rendering strategy.

Updating the default renderMode to spec.RenderMode.MESH in the constructor reflects the transition towards mesh rendering and is appropriate.


151-157: Conditional scaling for billboard render modes is correctly implemented.

Adding the conditional check for billboard render modes and setting the _Scale ensures proper scaling during rendering for these modes.


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@yiiqii yiiqii merged commit ae05c74 into dev Dec 3, 2024
2 checks passed
@yiiqii yiiqii deleted the fix/sprite-billboard branch December 3, 2024 05:19
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2 participants