bevy/crates/bevy_ui/src/render/mod.rs

89 lines
3.3 KiB
Rust
Raw Normal View History

2020-05-04 18:20:12 +00:00
use crate::{ColorMaterial, Rect};
2020-05-13 23:42:27 +00:00
use bevy_asset::{Assets, Handle};
2020-05-03 19:35:07 +00:00
use bevy_render::{
2020-05-04 18:20:12 +00:00
base_render_graph,
2020-05-03 19:35:07 +00:00
draw_target::AssignedMeshesDrawTarget,
pipeline::{state_descriptors::*, PipelineDescriptor},
2020-05-04 18:20:12 +00:00
render_graph::{
nodes::{AssetUniformNode, PassNode, UniformNode},
RenderGraph,
},
2020-05-03 19:35:07 +00:00
shader::{Shader, ShaderStage, ShaderStages},
2020-05-04 18:20:12 +00:00
texture::TextureFormat,
2020-05-03 19:35:07 +00:00
};
use legion::prelude::Resources;
2020-05-03 19:35:07 +00:00
pub const UI_PIPELINE_HANDLE: Handle<PipelineDescriptor> =
2020-05-04 18:20:12 +00:00
Handle::from_u128(323432002226399387835192542539754486265);
2020-05-03 19:35:07 +00:00
2020-05-13 23:42:27 +00:00
pub fn build_ui_pipeline(shaders: &mut Assets<Shader>) -> PipelineDescriptor {
2020-05-03 19:35:07 +00:00
PipelineDescriptor {
rasterization_state: Some(RasterizationStateDescriptor {
front_face: FrontFace::Ccw,
cull_mode: CullMode::None,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
depth_stencil_state: Some(DepthStencilStateDescriptor {
format: TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: CompareFunction::Less,
2020-05-03 19:35:07 +00:00
stencil_front: StencilStateFaceDescriptor::IGNORE,
stencil_back: StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
}),
color_states: vec![ColorStateDescriptor {
format: TextureFormat::Bgra8UnormSrgb,
color_blend: BlendDescriptor {
src_factor: BlendFactor::SrcAlpha,
dst_factor: BlendFactor::OneMinusSrcAlpha,
operation: BlendOperation::Add,
},
alpha_blend: BlendDescriptor {
src_factor: BlendFactor::One,
dst_factor: BlendFactor::One,
operation: BlendOperation::Add,
},
write_mask: ColorWrite::ALL,
}],
..PipelineDescriptor::new(ShaderStages {
vertex: shaders.add(Shader::from_glsl(
ShaderStage::Vertex,
include_str!("ui.vert"),
)),
fragment: Some(shaders.add(Shader::from_glsl(
ShaderStage::Fragment,
include_str!("ui.frag"),
))),
})
}
}
pub trait UiRenderGraphBuilder {
fn add_ui_graph(&mut self, resources: &Resources) -> &mut Self;
}
impl UiRenderGraphBuilder for RenderGraph {
fn add_ui_graph(&mut self, resources: &Resources) -> &mut Self {
self.add_system_node(
2020-05-04 18:20:12 +00:00
"color_material",
AssetUniformNode::<ColorMaterial>::new(false),
);
self.add_node_edge("color_material", base_render_graph::node::MAIN_PASS)
.unwrap();
self.add_system_node("rect", UniformNode::<Rect>::new(false));
2020-05-04 18:20:12 +00:00
self.add_node_edge("rect", base_render_graph::node::MAIN_PASS)
.unwrap();
2020-05-14 01:05:18 +00:00
let mut pipelines = resources.get_mut::<Assets<PipelineDescriptor>>().unwrap();
2020-05-13 23:42:27 +00:00
let mut shaders = resources.get_mut::<Assets<Shader>>().unwrap();
2020-05-16 07:21:04 +00:00
pipelines.set(UI_PIPELINE_HANDLE, build_ui_pipeline(&mut shaders));
2020-05-04 18:20:12 +00:00
let main_pass: &mut PassNode = self
.get_node_mut(base_render_graph::node::MAIN_PASS)
.unwrap();
2020-05-03 19:35:07 +00:00
main_pass.add_pipeline(UI_PIPELINE_HANDLE, vec![Box::new(AssignedMeshesDrawTarget)]);
self
}
2020-05-04 18:20:12 +00:00
}