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

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use crate::Node;
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use bevy_asset::{Assets, Handle};
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use bevy_ecs::Resources;
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use bevy_render::{
camera::ActiveCameras,
pipeline::*,
render_graph::{base, CameraNode, PassNode, RenderGraph, RenderResourcesNode},
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shader::{Shader, ShaderStage, ShaderStages},
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texture::TextureFormat,
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};
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pub const UI_PIPELINE_HANDLE: Handle<PipelineDescriptor> =
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Handle::from_u128(323432002226399387835192542539754486265);
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pub fn build_ui_pipeline(shaders: &mut Assets<Shader>) -> PipelineDescriptor {
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PipelineDescriptor {
rasterization_state: Some(RasterizationStateDescriptor {
front_face: FrontFace::Ccw,
cull_mode: CullMode::Back,
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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,
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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 mod node {
pub const UI_CAMERA: &'static str = "ui_camera";
pub const NODE: &'static str = "node";
}
pub mod camera {
pub const UI_CAMERA: &'static str = "UiCamera";
}
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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 {
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let mut pipelines = resources.get_mut::<Assets<PipelineDescriptor>>().unwrap();
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let mut shaders = resources.get_mut::<Assets<Shader>>().unwrap();
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pipelines.set(UI_PIPELINE_HANDLE, build_ui_pipeline(&mut shaders));
// setup ui camera
self.add_system_node(node::UI_CAMERA, CameraNode::new(camera::UI_CAMERA));
self.add_node_edge(node::UI_CAMERA, base::node::MAIN_PASS)
.unwrap();
self.add_system_node(node::NODE, RenderResourcesNode::<Node>::new(true));
self.add_node_edge(node::NODE, base::node::MAIN_PASS)
.unwrap();
let mut active_cameras = resources.get_mut::<ActiveCameras>().unwrap();
let main_pass_node: &mut PassNode = self.get_node_mut(base::node::MAIN_PASS).unwrap();
main_pass_node.add_camera(camera::UI_CAMERA);
active_cameras.add(camera::UI_CAMERA);
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self
}
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}