2020-05-04 18:20:12 +00:00
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use crate::{ColorMaterial, Rect};
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2020-05-13 23:42:27 +00:00
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use bevy_asset::{Assets, Handle};
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2020-05-03 19:35:07 +00:00
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use bevy_render::{
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2020-05-04 18:20:12 +00:00
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base_render_graph,
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2020-05-03 19:35:07 +00:00
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draw_target::AssignedMeshesDrawTarget,
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pipeline::{state_descriptors::*, PipelineDescriptor},
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2020-05-04 18:20:12 +00:00
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render_graph::{
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nodes::{AssetUniformNode, PassNode, UniformNode},
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RenderGraph,
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},
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2020-05-03 19:35:07 +00:00
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shader::{Shader, ShaderStage, ShaderStages},
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2020-05-04 18:20:12 +00:00
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texture::TextureFormat,
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2020-05-03 19:35:07 +00:00
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};
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use legion::prelude::Resources;
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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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2020-05-04 18:20:12 +00:00
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Handle::from_u128(323432002226399387835192542539754486265);
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2020-05-03 19:35:07 +00:00
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2020-05-13 23:42:27 +00:00
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pub fn build_ui_pipeline(shaders: &mut Assets<Shader>) -> PipelineDescriptor {
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2020-05-03 19:35:07 +00:00
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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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2020-05-06 20:49:07 +00:00
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depth_write_enabled: true,
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depth_compare: CompareFunction::Less,
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2020-05-03 19:35:07 +00:00
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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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2020-05-14 00:35:48 +00:00
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self.add_system_node(
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2020-05-04 18:20:12 +00:00
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"color_material",
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AssetUniformNode::<ColorMaterial>::new(false),
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);
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self.add_node_edge("color_material", base_render_graph::node::MAIN_PASS)
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.unwrap();
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2020-05-14 00:35:48 +00:00
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self.add_system_node("rect", UniformNode::<Rect>::new(false));
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2020-05-04 18:20:12 +00:00
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self.add_node_edge("rect", base_render_graph::node::MAIN_PASS)
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.unwrap();
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2020-05-14 01:05:18 +00:00
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let mut pipelines = resources.get_mut::<Assets<PipelineDescriptor>>().unwrap();
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2020-05-13 23:42:27 +00:00
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let mut shaders = resources.get_mut::<Assets<Shader>>().unwrap();
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2020-05-16 07:21:04 +00:00
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pipelines.set(UI_PIPELINE_HANDLE, build_ui_pipeline(&mut shaders));
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2020-05-04 18:20:12 +00:00
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let main_pass: &mut PassNode = self
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.get_node_mut(base_render_graph::node::MAIN_PASS)
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.unwrap();
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2020-05-03 19:35:07 +00:00
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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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2020-05-04 18:20:12 +00:00
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}
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