Add UI Materials (#9506)

# Objective

- Add Ui Materials so that UI can render more complex and animated
widgets.
- Fixes #5607 

## Solution
- Create a UiMaterial trait for specifying a Shader Asset and Bind Group
Layout/Data.
- Create a pipeline for rendering these Materials inside the Ui
layout/tree.
- Create a MaterialNodeBundle for simple spawning.

## Changelog

- Created a `UiMaterial` trait for specifying a Shader asset and Bind
Group.
- Created a `UiMaterialPipeline` for rendering said Materials.
- Added Example [`ui_material`
](https://github.com/MarkusTheOrt/bevy/blob/ui_material/examples/ui/ui_material.rs)
for example usage.
- Created
[`UiVertexOutput`](https://github.com/MarkusTheOrt/bevy/blob/ui_material/crates/bevy_ui/src/render/ui_vertex_output.wgsl)
export as VertexData for shaders.
- Created
[`material_ui`](https://github.com/MarkusTheOrt/bevy/blob/ui_material/crates/bevy_ui/src/render/ui_material.wgsl)
shader as default for both Vertex and Fragment shaders.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: François <mockersf@gmail.com>
This commit is contained in:
Markus Ort 2023-11-03 23:33:01 +01:00 committed by GitHub
parent 6a7b21592f
commit fd232ad360
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
11 changed files with 1090 additions and 6 deletions

View file

@ -2412,6 +2412,17 @@ description = "Demonstrates resizing and responding to resizing a window"
category = "Window"
wasm = true
[[example]]
name = "ui_material"
path = "examples/ui/ui_material.rs"
doc-scrape-examples = true
[package.metadata.example.ui_material]
name = "UI Material"
description = "Demonstrates creating and using custom Ui materials"
category = "UI (User Interface)"
wasm = true
[profile.wasm-release]
inherits = "release"
opt-level = "z"

View file

@ -0,0 +1,21 @@
// This shader draws a circle with a given input color
#import bevy_ui::ui_vertex_output::UiVertexOutput
struct CustomUiMaterial {
@location(0) color: vec4<f32>
}
@group(1) @binding(0)
var<uniform> input: CustomUiMaterial;
@fragment
fn fragment(in: UiVertexOutput) -> @location(0) vec4<f32> {
// the UVs are now adjusted around the middle of the rect.
let uv = in.uv * 2.0 - 1.0;
// circle alpha, the higher the power the harsher the falloff.
let alpha = 1.0 - pow(sqrt(dot(uv, uv)), 100.0);
return vec4<f32>(input.color.rgb, alpha);
}

View file

@ -8,6 +8,7 @@
pub mod camera_config;
pub mod measurement;
pub mod node_bundles;
pub mod ui_material;
pub mod update;
pub mod widget;
@ -29,6 +30,7 @@ pub use geometry::*;
pub use layout::*;
pub use measurement::*;
pub use render::*;
pub use ui_material::*;
pub use ui_node::*;
use widget::UiImageSize;
@ -36,8 +38,8 @@ use widget::UiImageSize;
pub mod prelude {
#[doc(hidden)]
pub use crate::{
camera_config::*, geometry::*, node_bundles::*, ui_node::*, widget::Button, widget::Label,
Interaction, UiScale,
camera_config::*, geometry::*, node_bundles::*, ui_material::*, ui_node::*, widget::Button,
widget::Label, Interaction, UiMaterialPlugin, UiScale,
};
}

View file

@ -5,7 +5,7 @@ use crate::widget::TextFlags;
use crate::{
widget::{Button, UiImageSize},
BackgroundColor, BorderColor, ContentSize, FocusPolicy, Interaction, Node, Style, UiImage,
UiTextureAtlasImage, ZIndex,
UiMaterial, UiTextureAtlasImage, ZIndex,
};
use bevy_asset::Handle;
use bevy_ecs::bundle::Bundle;
@ -342,3 +342,52 @@ impl Default for ButtonBundle {
}
}
}
/// A UI node that is rendered using a [`UiMaterial`]
#[derive(Bundle, Clone, Debug)]
pub struct MaterialNodeBundle<M: UiMaterial> {
/// Describes the logical size of the node
pub node: Node,
/// Styles which control the layout (size and position) of the node and it's children
/// In some cases these styles also affect how the node drawn/painted.
pub style: Style,
/// The [`UiMaterial`] used to render the node.
pub material: Handle<M>,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The transform of the node
///
/// This field is automatically managed by the UI layout system.
/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
pub transform: Transform,
/// The global transform of the node
///
/// This field is automatically managed by the UI layout system.
/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
/// Indicates the depth at which the node should appear in the UI
pub z_index: ZIndex,
}
impl<M: UiMaterial> Default for MaterialNodeBundle<M> {
fn default() -> Self {
Self {
node: Default::default(),
style: Default::default(),
material: Default::default(),
focus_policy: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
visibility: Default::default(),
inherited_visibility: Default::default(),
view_visibility: Default::default(),
z_index: Default::default(),
}
}
}

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@ -1,5 +1,6 @@
mod pipeline;
mod render_pass;
mod ui_material_pipeline;
use bevy_core_pipeline::{core_2d::Camera2d, core_3d::Camera3d};
use bevy_hierarchy::Parent;
@ -9,6 +10,7 @@ use bevy_render::{render_resource::BindGroupEntries, ExtractSchedule, Render};
use bevy_window::{PrimaryWindow, Window};
pub use pipeline::*;
pub use render_pass::*;
pub use ui_material_pipeline::*;
use crate::Outline;
use crate::{
@ -253,7 +255,7 @@ pub fn extract_atlas_uinodes(
}
}
fn resolve_border_thickness(value: Val, parent_width: f32, viewport_size: Vec2) -> f32 {
pub(crate) fn resolve_border_thickness(value: Val, parent_width: f32, viewport_size: Vec2) -> f32 {
match value {
Val::Auto => 0.,
Val::Px(px) => px.max(0.),
@ -695,14 +697,14 @@ impl Default for UiMeta {
}
}
const QUAD_VERTEX_POSITIONS: [Vec3; 4] = [
pub(crate) const QUAD_VERTEX_POSITIONS: [Vec3; 4] = [
Vec3::new(-0.5, -0.5, 0.0),
Vec3::new(0.5, -0.5, 0.0),
Vec3::new(0.5, 0.5, 0.0),
Vec3::new(-0.5, 0.5, 0.0),
];
const QUAD_INDICES: [usize; 6] = [0, 2, 3, 0, 1, 2];
pub(crate) const QUAD_INDICES: [usize; 6] = [0, 2, 3, 0, 1, 2];
#[derive(Component)]
pub struct UiBatch {

View file

@ -0,0 +1,23 @@
#import bevy_render::view::View
#import bevy_ui::ui_vertex_output::UiVertexOutput
@group(0) @binding(0)
var<uniform> view: View;
@vertex
fn vertex(
@location(0) vertex_position: vec3<f32>,
@location(1) vertex_uv: vec2<f32>,
@location(2) border_widths: vec4<f32>,
) -> UiVertexOutput {
var out: UiVertexOutput;
out.uv = vertex_uv;
out.position = view.view_proj * vec4<f32>(vertex_position, 1.0);
out.border_widths = border_widths;
return out;
}
@fragment
fn fragment(in: UiVertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(1.0);
}

View file

@ -0,0 +1,756 @@
use std::{hash::Hash, marker::PhantomData, ops::Range};
use bevy_app::{App, Plugin};
use bevy_asset::*;
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::{
prelude::{Component, Entity, EventReader},
query::{ROQueryItem, With},
schedule::IntoSystemConfigs,
storage::SparseSet,
system::lifetimeless::{Read, SRes},
system::*,
world::{FromWorld, World},
};
use bevy_math::{Mat4, Rect, Vec2, Vec4Swizzles};
use bevy_render::{
extract_component::ExtractComponentPlugin,
render_asset::RenderAssets,
render_phase::*,
render_resource::*,
renderer::{RenderDevice, RenderQueue},
texture::{BevyDefault, FallbackImage, Image},
view::*,
Extract, ExtractSchedule, Render, RenderApp, RenderSet,
};
use bevy_transform::prelude::GlobalTransform;
use bevy_utils::{FloatOrd, HashMap, HashSet};
use bevy_window::{PrimaryWindow, Window};
use bytemuck::{Pod, Zeroable};
use crate::*;
pub const UI_MATERIAL_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(10074188772096983955);
const UI_VERTEX_OUTPUT_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(10123618247720234751);
/// Adds the necessary ECS resources and render logic to enable rendering entities using the given
/// [`UiMaterial`] asset type (which includes [`UiMaterial`] types).
pub struct UiMaterialPlugin<M: UiMaterial>(PhantomData<M>);
impl<M: UiMaterial> Default for UiMaterialPlugin<M> {
fn default() -> Self {
Self(Default::default())
}
}
impl<M: UiMaterial> Plugin for UiMaterialPlugin<M>
where
M::Data: PartialEq + Eq + Hash + Clone,
{
fn build(&self, app: &mut bevy_app::App) {
load_internal_asset!(
app,
UI_VERTEX_OUTPUT_SHADER_HANDLE,
"ui_vertex_output.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
UI_MATERIAL_SHADER_HANDLE,
"ui_material.wgsl",
Shader::from_wgsl
);
app.init_asset::<M>()
.add_plugins(ExtractComponentPlugin::<Handle<M>>::extract_visible());
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.add_render_command::<TransparentUi, DrawUiMaterial<M>>()
.init_resource::<ExtractedUiMaterials<M>>()
.init_resource::<ExtractedUiMaterialNodes<M>>()
.init_resource::<RenderUiMaterials<M>>()
.init_resource::<UiMaterialMeta>()
.init_resource::<SpecializedRenderPipelines<UiMaterialPipeline<M>>>()
.add_systems(
ExtractSchedule,
(
extract_ui_materials::<M>,
extract_ui_material_nodes::<M>.in_set(RenderUiSystem::ExtractNode),
),
)
.add_systems(
Render,
(
prepare_ui_materials::<M>.in_set(RenderSet::PrepareAssets),
queue_ui_material_nodes::<M>.in_set(RenderSet::Queue),
prepare_uimaterial_nodes::<M>.in_set(RenderSet::PrepareBindGroups),
),
);
}
}
fn finish(&self, app: &mut App) {
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app.init_resource::<UiMaterialPipeline<M>>();
}
}
}
#[derive(Resource)]
pub struct UiMaterialMeta {
vertices: BufferVec<UiMaterialVertex>,
view_bind_group: Option<BindGroup>,
}
impl Default for UiMaterialMeta {
fn default() -> Self {
Self {
vertices: BufferVec::new(BufferUsages::VERTEX),
view_bind_group: Default::default(),
}
}
}
#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable)]
pub struct UiMaterialVertex {
pub position: [f32; 3],
pub uv: [f32; 2],
pub border_widths: [f32; 4],
}
// in this [`UiMaterialPipeline`] there is (currently) no batching going on.
// Therefore the [`UiMaterialBatch`] is more akin to a draw call.
#[derive(Component)]
pub struct UiMaterialBatch<M: UiMaterial> {
/// The range of vertices inside the [`UiMaterialMeta`]
pub range: Range<u32>,
pub material: AssetId<M>,
}
/// Render pipeline data for a given [`UiMaterial`]
#[derive(Resource)]
pub struct UiMaterialPipeline<M: UiMaterial> {
pub ui_layout: BindGroupLayout,
pub view_layout: BindGroupLayout,
pub vertex_shader: Option<Handle<Shader>>,
pub fragment_shader: Option<Handle<Shader>>,
marker: PhantomData<M>,
}
impl<M: UiMaterial> SpecializedRenderPipeline for UiMaterialPipeline<M>
where
M::Data: PartialEq + Eq + Hash + Clone,
{
type Key = UiMaterialKey<M>;
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
let vertex_layout = VertexBufferLayout::from_vertex_formats(
VertexStepMode::Vertex,
vec![
// position
VertexFormat::Float32x3,
// uv
VertexFormat::Float32x2,
// border_widths
VertexFormat::Float32x4,
],
);
let shader_defs = Vec::new();
let mut descriptor = RenderPipelineDescriptor {
vertex: VertexState {
shader: UI_MATERIAL_SHADER_HANDLE,
entry_point: "vertex".into(),
shader_defs: shader_defs.clone(),
buffers: vec![vertex_layout],
},
fragment: Some(FragmentState {
shader: UI_MATERIAL_SHADER_HANDLE,
shader_defs,
entry_point: "fragment".into(),
targets: vec![Some(ColorTargetState {
format: if key.hdr {
ViewTarget::TEXTURE_FORMAT_HDR
} else {
TextureFormat::bevy_default()
},
blend: Some(BlendState::ALPHA_BLENDING),
write_mask: ColorWrites::ALL,
})],
}),
layout: vec![],
push_constant_ranges: Vec::new(),
primitive: PrimitiveState {
front_face: FrontFace::Ccw,
cull_mode: None,
unclipped_depth: false,
polygon_mode: PolygonMode::Fill,
conservative: false,
topology: PrimitiveTopology::TriangleList,
strip_index_format: None,
},
depth_stencil: None,
multisample: MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
label: Some("ui_material_pipeline".into()),
};
if let Some(vertex_shader) = &self.vertex_shader {
descriptor.vertex.shader = vertex_shader.clone();
}
if let Some(fragment_shader) = &self.fragment_shader {
descriptor.fragment.as_mut().unwrap().shader = fragment_shader.clone();
}
descriptor.layout = vec![self.view_layout.clone(), self.ui_layout.clone()];
M::specialize(&mut descriptor, key);
descriptor
}
}
impl<M: UiMaterial> FromWorld for UiMaterialPipeline<M> {
fn from_world(world: &mut World) -> Self {
let asset_server = world.resource::<AssetServer>();
let render_device = world.resource::<RenderDevice>();
let ui_layout = M::bind_group_layout(render_device);
let view_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: Some(ViewUniform::min_size()),
},
count: None,
}],
label: Some("ui_view_layout"),
});
UiMaterialPipeline {
ui_layout,
view_layout,
vertex_shader: match M::vertex_shader() {
ShaderRef::Default => None,
ShaderRef::Handle(handle) => Some(handle),
ShaderRef::Path(path) => Some(asset_server.load(path)),
},
fragment_shader: match M::fragment_shader() {
ShaderRef::Default => None,
ShaderRef::Handle(handle) => Some(handle),
ShaderRef::Path(path) => Some(asset_server.load(path)),
},
marker: PhantomData,
}
}
}
pub type DrawUiMaterial<M> = (
SetItemPipeline,
SetMatUiViewBindGroup<M, 0>,
SetUiMaterialBindGroup<M, 1>,
DrawUiMaterialNode<M>,
);
pub struct SetMatUiViewBindGroup<M: UiMaterial, const I: usize>(PhantomData<M>);
impl<P: PhaseItem, M: UiMaterial, const I: usize> RenderCommand<P> for SetMatUiViewBindGroup<M, I> {
type Param = SRes<UiMaterialMeta>;
type ViewWorldQuery = Read<ViewUniformOffset>;
type ItemWorldQuery = ();
fn render<'w>(
_item: &P,
view_uniform: &'w ViewUniformOffset,
_entity: (),
ui_meta: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
pass.set_bind_group(
I,
ui_meta.into_inner().view_bind_group.as_ref().unwrap(),
&[view_uniform.offset],
);
RenderCommandResult::Success
}
}
pub struct SetUiMaterialBindGroup<M: UiMaterial, const I: usize>(PhantomData<M>);
impl<P: PhaseItem, M: UiMaterial, const I: usize> RenderCommand<P>
for SetUiMaterialBindGroup<M, I>
{
type Param = SRes<RenderUiMaterials<M>>;
type ViewWorldQuery = ();
type ItemWorldQuery = Read<UiMaterialBatch<M>>;
fn render<'w>(
_item: &P,
_view: (),
material_handle: ROQueryItem<'_, Self::ItemWorldQuery>,
materials: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let material = materials
.into_inner()
.get(&material_handle.material)
.unwrap();
pass.set_bind_group(I, &material.bind_group, &[]);
RenderCommandResult::Success
}
}
pub struct DrawUiMaterialNode<M>(PhantomData<M>);
impl<P: PhaseItem, M: UiMaterial> RenderCommand<P> for DrawUiMaterialNode<M> {
type Param = SRes<UiMaterialMeta>;
type ViewWorldQuery = ();
type ItemWorldQuery = Read<UiMaterialBatch<M>>;
#[inline]
fn render<'w>(
_item: &P,
_view: (),
batch: &'w UiMaterialBatch<M>,
ui_meta: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
pass.set_vertex_buffer(0, ui_meta.into_inner().vertices.buffer().unwrap().slice(..));
pass.draw(batch.range.clone(), 0..1);
RenderCommandResult::Success
}
}
pub struct ExtractedUiMaterialNode<M: UiMaterial> {
pub stack_index: usize,
pub transform: Mat4,
pub rect: Rect,
pub border: [f32; 4],
pub material: AssetId<M>,
pub clip: Option<Rect>,
}
#[derive(Resource)]
pub struct ExtractedUiMaterialNodes<M: UiMaterial> {
pub uinodes: SparseSet<Entity, ExtractedUiMaterialNode<M>>,
}
impl<M: UiMaterial> Default for ExtractedUiMaterialNodes<M> {
fn default() -> Self {
Self {
uinodes: Default::default(),
}
}
}
pub fn extract_ui_material_nodes<M: UiMaterial>(
mut extracted_uinodes: ResMut<ExtractedUiMaterialNodes<M>>,
materials: Extract<Res<Assets<M>>>,
ui_stack: Extract<Res<UiStack>>,
uinode_query: Extract<
Query<(
Entity,
&Node,
&Style,
&GlobalTransform,
&Handle<M>,
&ViewVisibility,
Option<&CalculatedClip>,
)>,
>,
windows: Extract<Query<&Window, With<PrimaryWindow>>>,
ui_scale: Extract<Res<UiScale>>,
) {
let ui_logical_viewport_size = windows
.get_single()
.map(|window| Vec2::new(window.resolution.width(), window.resolution.height()))
.unwrap_or(Vec2::ZERO)
// 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 as f32;
for (stack_index, entity) in ui_stack.uinodes.iter().enumerate() {
if let Ok((entity, uinode, style, transform, handle, view_visibility, clip)) =
uinode_query.get(*entity)
{
// skip invisible nodes
if !view_visibility.get() {
continue;
}
// Skip loading materials
if !materials.contains(handle) {
continue;
}
// Both vertical and horizontal percentage border values are calculated based on the width of the parent node
// <https://developer.mozilla.org/en-US/docs/Web/CSS/border-width>
let parent_width = uinode.size().x;
let left =
resolve_border_thickness(style.border.left, parent_width, ui_logical_viewport_size)
/ uinode.size().x;
let right = resolve_border_thickness(
style.border.right,
parent_width,
ui_logical_viewport_size,
) / uinode.size().y;
let top =
resolve_border_thickness(style.border.top, parent_width, ui_logical_viewport_size)
/ uinode.size().y;
let bottom = resolve_border_thickness(
style.border.bottom,
parent_width,
ui_logical_viewport_size,
) / uinode.size().y;
extracted_uinodes.uinodes.insert(
entity,
ExtractedUiMaterialNode {
stack_index,
transform: transform.compute_matrix(),
material: handle.id(),
rect: Rect {
min: Vec2::ZERO,
max: uinode.calculated_size,
},
border: [left, right, top, bottom],
clip: clip.map(|clip| clip.clip),
},
);
};
}
}
#[allow(clippy::too_many_arguments)]
pub fn prepare_uimaterial_nodes<M: UiMaterial>(
mut commands: Commands,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
mut ui_meta: ResMut<UiMaterialMeta>,
mut extracted_uinodes: ResMut<ExtractedUiMaterialNodes<M>>,
view_uniforms: Res<ViewUniforms>,
ui_material_pipeline: Res<UiMaterialPipeline<M>>,
mut phases: Query<&mut RenderPhase<TransparentUi>>,
mut previous_len: Local<usize>,
) {
if let Some(view_binding) = view_uniforms.uniforms.binding() {
let mut batches: Vec<(Entity, UiMaterialBatch<M>)> = Vec::with_capacity(*previous_len);
ui_meta.vertices.clear();
ui_meta.view_bind_group = Some(render_device.create_bind_group(
"ui_material_view_bind_group",
&ui_material_pipeline.view_layout,
&BindGroupEntries::single(view_binding),
));
let mut index = 0;
for mut ui_phase in &mut phases {
let mut batch_item_index = 0;
let mut batch_shader_handle = AssetId::invalid();
for item_index in 0..ui_phase.items.len() {
let item = &mut ui_phase.items[item_index];
if let Some(extracted_uinode) = extracted_uinodes.uinodes.get(item.entity) {
let mut existing_batch = batches
.last_mut()
.filter(|_| batch_shader_handle == extracted_uinode.material);
if existing_batch.is_none() {
batch_item_index = item_index;
batch_shader_handle = extracted_uinode.material;
let new_batch = UiMaterialBatch {
range: index..index,
material: extracted_uinode.material,
};
batches.push((item.entity, new_batch));
existing_batch = batches.last_mut();
}
let uinode_rect = extracted_uinode.rect;
let rect_size = uinode_rect.size().extend(1.0);
let positions = QUAD_VERTEX_POSITIONS.map(|pos| {
(extracted_uinode.transform * (pos * rect_size).extend(1.0)).xyz()
});
let positions_diff = if let Some(clip) = extracted_uinode.clip {
[
Vec2::new(
f32::max(clip.min.x - positions[0].x, 0.),
f32::max(clip.min.y - positions[0].y, 0.),
),
Vec2::new(
f32::min(clip.max.x - positions[1].x, 0.),
f32::max(clip.min.y - positions[1].y, 0.),
),
Vec2::new(
f32::min(clip.max.x - positions[2].x, 0.),
f32::min(clip.max.y - positions[2].y, 0.),
),
Vec2::new(
f32::max(clip.min.x - positions[3].x, 0.),
f32::min(clip.max.y - positions[3].y, 0.),
),
]
} else {
[Vec2::ZERO; 4]
};
let positions_clipped = [
positions[0] + positions_diff[0].extend(0.),
positions[1] + positions_diff[1].extend(0.),
positions[2] + positions_diff[2].extend(0.),
positions[3] + positions_diff[3].extend(0.),
];
let transformed_rect_size =
extracted_uinode.transform.transform_vector3(rect_size);
// Don't try to cull nodes that have a rotation
// In a rotation around the Z-axis, this value is 0.0 for an angle of 0.0 or π
// In those two cases, the culling check can proceed normally as corners will be on
// horizontal / vertical lines
// For all other angles, bypass the culling check
// This does not properly handles all rotations on all axis
if extracted_uinode.transform.x_axis[1] == 0.0 {
// Cull nodes that are completely clipped
if positions_diff[0].x - positions_diff[1].x >= transformed_rect_size.x
|| positions_diff[1].y - positions_diff[2].y >= transformed_rect_size.y
{
continue;
}
}
let uvs = [
Vec2::new(
uinode_rect.min.x + positions_diff[0].x,
uinode_rect.min.y + positions_diff[0].y,
),
Vec2::new(
uinode_rect.max.x + positions_diff[1].x,
uinode_rect.min.y + positions_diff[1].y,
),
Vec2::new(
uinode_rect.max.x + positions_diff[2].x,
uinode_rect.max.y + positions_diff[2].y,
),
Vec2::new(
uinode_rect.min.x + positions_diff[3].x,
uinode_rect.max.y + positions_diff[3].y,
),
]
.map(|pos| pos / uinode_rect.max);
for i in QUAD_INDICES {
ui_meta.vertices.push(UiMaterialVertex {
position: positions_clipped[i].into(),
uv: uvs[i].into(),
border_widths: extracted_uinode.border,
});
}
index += QUAD_INDICES.len() as u32;
existing_batch.unwrap().1.range.end = index;
ui_phase.items[batch_item_index].batch_range_mut().end += 1;
} else {
batch_shader_handle = AssetId::invalid();
}
}
}
ui_meta.vertices.write_buffer(&render_device, &render_queue);
*previous_len = batches.len();
commands.insert_or_spawn_batch(batches);
}
extracted_uinodes.uinodes.clear();
}
#[derive(Resource, Deref, DerefMut)]
pub struct RenderUiMaterials<T: UiMaterial>(HashMap<AssetId<T>, PreparedUiMaterial<T>>);
impl<T: UiMaterial> Default for RenderUiMaterials<T> {
fn default() -> Self {
Self(Default::default())
}
}
pub struct PreparedUiMaterial<T: UiMaterial> {
pub bindings: Vec<(u32, OwnedBindingResource)>,
pub bind_group: BindGroup,
pub key: T::Data,
}
#[derive(Resource)]
pub struct ExtractedUiMaterials<M: UiMaterial> {
extracted: Vec<(AssetId<M>, M)>,
removed: Vec<AssetId<M>>,
}
impl<M: UiMaterial> Default for ExtractedUiMaterials<M> {
fn default() -> Self {
Self {
extracted: Default::default(),
removed: Default::default(),
}
}
}
pub fn extract_ui_materials<M: UiMaterial>(
mut commands: Commands,
mut events: Extract<EventReader<AssetEvent<M>>>,
assets: Extract<Res<Assets<M>>>,
) {
let mut changed_assets = HashSet::default();
let mut removed = Vec::new();
for event in events.read() {
match event {
AssetEvent::Added { id } | AssetEvent::Modified { id } => {
changed_assets.insert(*id);
}
AssetEvent::Removed { id } => {
changed_assets.remove(id);
removed.push(*id);
}
AssetEvent::LoadedWithDependencies { .. } => {
// not implemented
}
}
}
let mut extracted_assets = Vec::new();
for id in changed_assets.drain() {
if let Some(asset) = assets.get(id) {
extracted_assets.push((id, asset.clone()));
}
}
commands.insert_resource(ExtractedUiMaterials {
extracted: extracted_assets,
removed,
});
}
pub struct PrepareNextFrameMaterials<M: UiMaterial> {
assets: Vec<(AssetId<M>, M)>,
}
impl<M: UiMaterial> Default for PrepareNextFrameMaterials<M> {
fn default() -> Self {
Self {
assets: Default::default(),
}
}
}
pub fn prepare_ui_materials<M: UiMaterial>(
mut prepare_next_frame: Local<PrepareNextFrameMaterials<M>>,
mut extracted_assets: ResMut<ExtractedUiMaterials<M>>,
mut render_materials: ResMut<RenderUiMaterials<M>>,
render_device: Res<RenderDevice>,
images: Res<RenderAssets<Image>>,
fallback_image: Res<FallbackImage>,
pipeline: Res<UiMaterialPipeline<M>>,
) {
let queued_assets = std::mem::take(&mut prepare_next_frame.assets);
for (id, material) in queued_assets {
match prepare_ui_material(
&material,
&render_device,
&images,
&fallback_image,
&pipeline,
) {
Ok(prepared_asset) => {
render_materials.insert(id, prepared_asset);
}
Err(AsBindGroupError::RetryNextUpdate) => {
prepare_next_frame.assets.push((id, material));
}
}
}
for removed in std::mem::take(&mut extracted_assets.removed) {
render_materials.remove(&removed);
}
for (handle, material) in std::mem::take(&mut extracted_assets.extracted) {
match prepare_ui_material(
&material,
&render_device,
&images,
&fallback_image,
&pipeline,
) {
Ok(prepared_asset) => {
render_materials.insert(handle, prepared_asset);
}
Err(AsBindGroupError::RetryNextUpdate) => {
prepare_next_frame.assets.push((handle, material));
}
}
}
}
fn prepare_ui_material<M: UiMaterial>(
material: &M,
render_device: &RenderDevice,
images: &RenderAssets<Image>,
fallback_image: &Res<FallbackImage>,
pipeline: &UiMaterialPipeline<M>,
) -> Result<PreparedUiMaterial<M>, AsBindGroupError> {
let prepared =
material.as_bind_group(&pipeline.ui_layout, render_device, images, fallback_image)?;
Ok(PreparedUiMaterial {
bindings: prepared.bindings,
bind_group: prepared.bind_group,
key: prepared.data,
})
}
#[allow(clippy::too_many_arguments)]
pub fn queue_ui_material_nodes<M: UiMaterial>(
extracted_uinodes: Res<ExtractedUiMaterialNodes<M>>,
draw_functions: Res<DrawFunctions<TransparentUi>>,
ui_material_pipeline: Res<UiMaterialPipeline<M>>,
mut pipelines: ResMut<SpecializedRenderPipelines<UiMaterialPipeline<M>>>,
pipeline_cache: Res<PipelineCache>,
render_materials: Res<RenderUiMaterials<M>>,
mut views: Query<(&ExtractedView, &mut RenderPhase<TransparentUi>)>,
) where
M::Data: PartialEq + Eq + Hash + Clone,
{
let draw_function = draw_functions.read().id::<DrawUiMaterial<M>>();
for (entity, extracted_uinode) in extracted_uinodes.uinodes.iter() {
let material = render_materials.get(&extracted_uinode.material).unwrap();
for (view, mut transparent_phase) in &mut views {
let pipeline = pipelines.specialize(
&pipeline_cache,
&ui_material_pipeline,
UiMaterialKey {
hdr: view.hdr,
bind_group_data: material.key.clone(),
},
);
transparent_phase
.items
.reserve(extracted_uinodes.uinodes.len());
transparent_phase.add(TransparentUi {
draw_function,
pipeline,
entity: *entity,
sort_key: (
FloatOrd(extracted_uinode.stack_index as f32),
entity.index(),
),
batch_range: 0..0,
dynamic_offset: None,
});
}
}
}

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@ -0,0 +1,9 @@
#define_import_path bevy_ui::ui_vertex_output
// The Vertex output of the default vertex shader for the Ui Material pipeline.
struct UiVertexOutput {
@location(0) uv: vec2<f32>,
// The size of the borders in UV space. Order is Left, Right, Top, Bottom.
@location(1) border_widths: vec4<f32>,
@builtin(position) position: vec4<f32>,
};

View file

@ -0,0 +1,145 @@
use std::hash::Hash;
use bevy_asset::Asset;
use bevy_render::render_resource::{AsBindGroup, RenderPipelineDescriptor, ShaderRef};
/// Materials are used alongside [`UiMaterialPlugin`](crate::UiMaterialPipeline) and [`MaterialNodeBundle`](crate::prelude::MaterialNodeBundle)
/// to spawn entities that are rendered with a specific [`UiMaterial`] type. They serve as an easy to use high level
/// way to render `Node` entities with custom shader logic.
///
/// `UiMaterials` must implement [`AsBindGroup`] to define how data will be transferred to the GPU and bound in shaders.
/// [`AsBindGroup`] can be derived, which makes generating bindings straightforward. See the [`AsBindGroup`] docs for details.
///
/// Materials must also implement [`Asset`] so they can be treated as such.
///
/// If you are only using the fragment shader, make sure your shader imports the `UiVertexOutput`
/// from `bevy_ui::ui_vertex_output` and uses it as the input of your fragment shader like the
/// example below does.
///
/// # Example
///
/// Here is a simple [`UiMaterial`] implementation. The [`AsBindGroup`] derive has many features. To see what else is available,
/// check out the [`AsBindGroup`] documentation.
/// ```
/// # use bevy_ui::prelude::*;
/// # use bevy_ecs::prelude::*;
/// # use bevy_reflect::TypePath;
/// # use bevy_render::{render_resource::{AsBindGroup, ShaderRef}, texture::Image, color::Color};
/// # use bevy_asset::{Handle, AssetServer, Assets, Asset};
///
/// #[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
/// pub struct CustomMaterial {
/// // Uniform bindings must implement `ShaderType`, which will be used to convert the value to
/// // its shader-compatible equivalent. Most core math types already implement `ShaderType`.
/// #[uniform(0)]
/// color: Color,
/// // Images can be bound as textures in shaders. If the Image's sampler is also needed, just
/// // add the sampler attribute with a different binding index.
/// #[texture(1)]
/// #[sampler(2)]
/// color_texture: Handle<Image>,
/// }
///
/// // All functions on `UiMaterial` have default impls. You only need to implement the
/// // functions that are relevant for your material.
/// impl UiMaterial for CustomMaterial {
/// fn fragment_shader() -> ShaderRef {
/// "shaders/custom_material.wgsl".into()
/// }
/// }
///
/// // Spawn an entity using `CustomMaterial`.
/// fn setup(mut commands: Commands, mut materials: ResMut<Assets<CustomMaterial>>, asset_server: Res<AssetServer>) {
/// commands.spawn(MaterialNodeBundle {
/// style: Style {
/// width: Val::Percent(100.0),
/// ..Default::default()
/// },
/// material: materials.add(CustomMaterial {
/// color: Color::RED,
/// color_texture: asset_server.load("some_image.png"),
/// }),
/// ..Default::default()
/// });
/// }
/// ```
/// In WGSL shaders, the material's binding would look like this:
///
/// If you only use the fragment shader make sure to import `UiVertexOutput` from
/// `bevy_ui::ui_vertex_output` in your wgsl shader.
/// Also note that bind group 0 is always bound to the [`View Uniform`](bevy_render::view::ViewUniform).
///
/// ```wgsl
/// #import bevy_ui::ui_vertex_output UiVertexOutput
///
/// struct CustomMaterial {
/// color: vec4<f32>,
/// }
///
/// @group(1) @binding(0)
/// var<uniform> material: CustomMaterial;
/// @group(1) @binding(1)
/// var color_texture: texture_2d<f32>;
/// @group(1) @binding(2)
/// var color_sampler: sampler;
///
/// @fragment
/// fn fragment(in: UiVertexOutput) -> @location(0) vec4<f32> {
///
/// }
/// ```
pub trait UiMaterial: AsBindGroup + Asset + Clone + Sized {
/// Returns this materials vertex shader. If [`ShaderRef::Default`] is returned, the default UI
/// vertex shader will be used.
fn vertex_shader() -> ShaderRef {
ShaderRef::Default
}
/// Returns this materials fragment shader. If [`ShaderRef::Default`] is returned, the default
/// UI fragment shader will be used.
fn fragment_shader() -> ShaderRef {
ShaderRef::Default
}
#[allow(unused_variables)]
#[inline]
fn specialize(descriptor: &mut RenderPipelineDescriptor, key: UiMaterialKey<Self>) {}
}
pub struct UiMaterialKey<M: UiMaterial> {
pub hdr: bool,
pub bind_group_data: M::Data,
}
impl<M: UiMaterial> Eq for UiMaterialKey<M> where M::Data: PartialEq {}
impl<M: UiMaterial> PartialEq for UiMaterialKey<M>
where
M::Data: PartialEq,
{
fn eq(&self, other: &Self) -> bool {
self.hdr == other.hdr && self.bind_group_data == other.bind_group_data
}
}
impl<M: UiMaterial> Clone for UiMaterialKey<M>
where
M::Data: Clone,
{
fn clone(&self) -> Self {
Self {
hdr: self.hdr,
bind_group_data: self.bind_group_data.clone(),
}
}
}
impl<M: UiMaterial> Hash for UiMaterialKey<M>
where
M::Data: Hash,
{
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
self.hdr.hash(state);
self.bind_group_data.hash(state);
}
}

View file

@ -369,6 +369,7 @@ Example | Description
[Text Wrap Debug](../examples/ui/text_wrap_debug.rs) | Demonstrates text wrapping
[Transparency UI](../examples/ui/transparency_ui.rs) | Demonstrates transparency for UI
[UI](../examples/ui/ui.rs) | Illustrates various features of Bevy UI
[UI Material](../examples/ui/ui_material.rs) | Demonstrates creating and using custom Ui materials
[UI Scaling](../examples/ui/ui_scaling.rs) | Illustrates how to scale the UI
[UI Texture Atlas](../examples/ui/ui_texture_atlas.rs) | Illustrates how to use TextureAtlases in UI
[UI Z-Index](../examples/ui/z_index.rs) | Demonstrates how to control the relative depth (z-position) of UI elements

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@ -0,0 +1,65 @@
//! Demonstrates the use of [`UiMaterials`](UiMaterial) and how to change material values
use bevy::prelude::*;
use bevy::reflect::TypePath;
use bevy::render::render_resource::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(UiMaterialPlugin::<CustomUiMaterial>::default())
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn update(time: Res<Time>, mut ui_materials: ResMut<Assets<CustomUiMaterial>>) {
for (_, material) in ui_materials.iter_mut() {
// rainbow color effect
let new_color = Color::hsl((time.elapsed_seconds() * 60.0) % 360.0, 1., 0.5);
material.color = new_color.into();
}
}
fn setup(mut commands: Commands, mut ui_materials: ResMut<Assets<CustomUiMaterial>>) {
// Camera so we can see UI
commands.spawn(Camera2dBundle::default());
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
..default()
})
.with_children(|parent| {
parent.spawn(MaterialNodeBundle {
style: Style {
position_type: PositionType::Absolute,
width: Val::Px(250.0),
height: Val::Px(250.0),
..default()
},
material: ui_materials.add(CustomUiMaterial {
color: Color::WHITE.into(),
}),
..default()
});
});
}
#[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
struct CustomUiMaterial {
#[uniform(0)]
color: Vec4,
}
impl UiMaterial for CustomUiMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/circle_shader.wgsl".into()
}
}