use bevy_asset::{AssetStorage, Handle}; use bevy_render::{ draw_target::AssignedMeshesDrawTarget, pipeline::{state_descriptors::*, PipelineDescriptor}, render_graph::{nodes::{UniformNode, PassNode}, RenderGraph}, shader::{Shader, ShaderStage, ShaderStages}, texture::TextureFormat, base_render_graph, }; use legion::prelude::Resources; use crate::Rect; pub const UI_PIPELINE_HANDLE: Handle = Handle::from_bytes([ 163, 238, 40, 24, 156, 49, 73, 203, 156, 189, 249, 55, 133, 242, 116, 51, ]); pub fn build_ui_pipeline(shaders: &mut AssetStorage) -> PipelineDescriptor { 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, 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_named("rect", UniformNode::::new(false), resources); self.add_node_edge("rect", base_render_graph::node::MAIN_PASS).unwrap(); let mut pipelines = resources.get_mut::>().unwrap(); let mut shaders = resources.get_mut::>().unwrap(); pipelines.add_with_handle(UI_PIPELINE_HANDLE, build_ui_pipeline(&mut shaders)); let main_pass: &mut PassNode = self.get_node_mut(base_render_graph::node::MAIN_PASS).unwrap(); main_pass.add_pipeline(UI_PIPELINE_HANDLE, vec![Box::new(AssignedMeshesDrawTarget)]); self } }