2020-05-03 19:35:07 +00:00
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use bevy_asset::{AssetStorage, Handle};
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use bevy_render::{
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draw_target::AssignedMeshesDrawTarget,
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pipeline::{state_descriptors::*, PipelineDescriptor},
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render_graph::{nodes::{UniformNode, PassNode}, RenderGraph},
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shader::{Shader, ShaderStage, ShaderStages},
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texture::TextureFormat, base_render_graph,
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};
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use legion::prelude::Resources;
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use crate::Rect;
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2020-04-25 00:46:54 +00:00
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2020-05-03 19:35:07 +00:00
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pub const UI_PIPELINE_HANDLE: Handle<PipelineDescriptor> =
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Handle::from_bytes([
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163, 238, 40, 24, 156, 49, 73, 203, 156, 189, 249, 55, 133, 242, 116, 51,
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]);
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pub fn build_ui_pipeline(shaders: &mut AssetStorage<Shader>) -> PipelineDescriptor {
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PipelineDescriptor {
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rasterization_state: Some(RasterizationStateDescriptor {
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front_face: FrontFace::Ccw,
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cull_mode: CullMode::None,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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}),
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depth_stencil_state: Some(DepthStencilStateDescriptor {
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format: TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: CompareFunction::Less,
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stencil_front: StencilStateFaceDescriptor::IGNORE,
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stencil_back: StencilStateFaceDescriptor::IGNORE,
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stencil_read_mask: 0,
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stencil_write_mask: 0,
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}),
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color_states: vec![ColorStateDescriptor {
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format: TextureFormat::Bgra8UnormSrgb,
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color_blend: BlendDescriptor {
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src_factor: BlendFactor::SrcAlpha,
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dst_factor: BlendFactor::OneMinusSrcAlpha,
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operation: BlendOperation::Add,
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},
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alpha_blend: BlendDescriptor {
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src_factor: BlendFactor::One,
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dst_factor: BlendFactor::One,
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operation: BlendOperation::Add,
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},
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write_mask: ColorWrite::ALL,
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}],
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..PipelineDescriptor::new(ShaderStages {
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vertex: shaders.add(Shader::from_glsl(
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ShaderStage::Vertex,
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include_str!("ui.vert"),
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)),
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fragment: Some(shaders.add(Shader::from_glsl(
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ShaderStage::Fragment,
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include_str!("ui.frag"),
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))),
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})
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}
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}
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pub trait UiRenderGraphBuilder {
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fn add_ui_graph(&mut self, resources: &Resources) -> &mut Self;
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}
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impl UiRenderGraphBuilder for RenderGraph {
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fn add_ui_graph(&mut self, resources: &Resources) -> &mut Self {
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self.add_system_node_named("rect", UniformNode::<Rect>::new(false), resources);
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self.add_node_edge("rect", base_render_graph::node::MAIN_PASS).unwrap();
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let mut pipelines = resources.get_mut::<AssetStorage<PipelineDescriptor>>().unwrap();
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let mut shaders = resources.get_mut::<AssetStorage<Shader>>().unwrap();
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pipelines.add_with_handle(UI_PIPELINE_HANDLE, build_ui_pipeline(&mut shaders));
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let main_pass: &mut PassNode = self.get_node_mut(base_render_graph::node::MAIN_PASS).unwrap();
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main_pass.add_pipeline(UI_PIPELINE_HANDLE, vec![Box::new(AssignedMeshesDrawTarget)]);
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self
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}
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}
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