ui materials respect target camera (#12183)

# Objective

fix #12182 

- extract (or default) target camera for ui material nodes in the same
way as for other material nodes
- render ui material nodes only to their specified target
This commit is contained in:
robtfm 2024-02-28 17:43:24 +00:00 committed by GitHub
parent 315e637bf5
commit c13de09feb
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GPG key ID: B5690EEEBB952194

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@ -339,6 +339,10 @@ pub struct ExtractedUiMaterialNode<M: UiMaterial> {
pub border: [f32; 4],
pub material: AssetId<M>,
pub clip: Option<Rect>,
// Camera to render this UI node to. By the time it is extracted,
// it is defaulted to a single camera if only one exists.
// Nodes with ambiguous camera will be ignored.
pub camera_entity: Entity,
}
#[derive(Resource)]
@ -358,6 +362,7 @@ pub fn extract_ui_material_nodes<M: UiMaterial>(
mut extracted_uinodes: ResMut<ExtractedUiMaterialNodes<M>>,
materials: Extract<Res<Assets<M>>>,
ui_stack: Extract<Res<UiStack>>,
default_ui_camera: Extract<DefaultUiCamera>,
uinode_query: Extract<
Query<
(
@ -368,6 +373,7 @@ pub fn extract_ui_material_nodes<M: UiMaterial>(
&Handle<M>,
&ViewVisibility,
Option<&CalculatedClip>,
Option<&TargetCamera>,
),
Without<BackgroundColor>,
>,
@ -382,10 +388,19 @@ pub fn extract_ui_material_nodes<M: UiMaterial>(
// The logical window resolution returned by `Window` only takes into account the window scale factor and not `UiScale`,
// so we have to divide by `UiScale` to get the size of the UI viewport.
/ ui_scale.0;
// If there is only one camera, we use it as default
let default_single_camera = default_ui_camera.get();
for (stack_index, entity) in ui_stack.uinodes.iter().enumerate() {
if let Ok((entity, uinode, style, transform, handle, view_visibility, clip)) =
if let Ok((entity, uinode, style, transform, handle, view_visibility, clip, camera)) =
uinode_query.get(*entity)
{
let Some(camera_entity) = camera.map(TargetCamera::entity).or(default_single_camera)
else {
continue;
};
// skip invisible nodes
if !view_visibility.get() {
continue;
@ -428,6 +443,7 @@ pub fn extract_ui_material_nodes<M: UiMaterial>(
},
border: [left, right, top, bottom],
clip: clip.map(|clip| clip.clip),
camera_entity,
},
);
};
@ -747,7 +763,11 @@ pub fn queue_ui_material_nodes<M: UiMaterial>(
let Some(material) = render_materials.get(&extracted_uinode.material) else {
continue;
};
for (view, mut transparent_phase) in &mut views {
let Ok((view, mut transparent_phase)) = views.get_mut(extracted_uinode.camera_entity)
else {
continue;
};
let pipeline = pipelines.specialize(
&pipeline_cache,
&ui_material_pipeline,
@ -771,5 +791,4 @@ pub fn queue_ui_material_nodes<M: UiMaterial>(
dynamic_offset: None,
});
}
}
}