use crate::{ColorMaterial, Sprite, TextureAtlas, TextureAtlasSprite}; use bevy_asset::{Assets, HandleUntyped}; use bevy_ecs::Resources; use bevy_reflect::TypeUuid; use bevy_render::{ pipeline::{ BlendDescriptor, BlendFactor, BlendOperation, ColorStateDescriptor, ColorWrite, CompareFunction, CullMode, DepthStencilStateDescriptor, FrontFace, PipelineDescriptor, RasterizationStateDescriptor, StencilStateDescriptor, StencilStateFaceDescriptor, }, render_graph::{base, AssetRenderResourcesNode, RenderGraph, RenderResourcesNode}, shader::{Shader, ShaderStage, ShaderStages}, texture::TextureFormat, }; pub const SPRITE_PIPELINE_HANDLE: HandleUntyped = HandleUntyped::weak_from_u64(PipelineDescriptor::TYPE_UUID, 2785347840338765446); pub const SPRITE_SHEET_PIPELINE_HANDLE: HandleUntyped = HandleUntyped::weak_from_u64(PipelineDescriptor::TYPE_UUID, 9016885805180281612); pub fn build_sprite_sheet_pipeline(shaders: &mut Assets) -> 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, clamp_depth: false, }), depth_stencil_state: Some(DepthStencilStateDescriptor { format: TextureFormat::Depth32Float, depth_write_enabled: true, depth_compare: CompareFunction::LessEqual, stencil: StencilStateDescriptor { front: StencilStateFaceDescriptor::IGNORE, back: StencilStateFaceDescriptor::IGNORE, read_mask: 0, write_mask: 0, }, }), color_states: vec![ColorStateDescriptor { format: TextureFormat::default(), 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!("sprite_sheet.vert"), )), fragment: Some(shaders.add(Shader::from_glsl( ShaderStage::Fragment, include_str!("sprite_sheet.frag"), ))), }) } } pub fn build_sprite_pipeline(shaders: &mut Assets) -> 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, clamp_depth: false, }), depth_stencil_state: Some(DepthStencilStateDescriptor { format: TextureFormat::Depth32Float, depth_write_enabled: true, depth_compare: CompareFunction::LessEqual, stencil: StencilStateDescriptor { front: StencilStateFaceDescriptor::IGNORE, back: StencilStateFaceDescriptor::IGNORE, read_mask: 0, write_mask: 0, }, }), color_states: vec![ColorStateDescriptor { format: TextureFormat::default(), 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!("sprite.vert"), )), fragment: Some(shaders.add(Shader::from_glsl( ShaderStage::Fragment, include_str!("sprite.frag"), ))), }) } } pub mod node { pub const COLOR_MATERIAL: &str = "color_material"; pub const SPRITE: &str = "sprite"; pub const SPRITE_SHEET: &str = "sprite_sheet"; pub const SPRITE_SHEET_SPRITE: &str = "sprite_sheet_sprite"; } pub trait SpriteRenderGraphBuilder { fn add_sprite_graph(&mut self, resources: &Resources) -> &mut Self; } impl SpriteRenderGraphBuilder for RenderGraph { fn add_sprite_graph(&mut self, resources: &Resources) -> &mut Self { self.add_system_node( node::COLOR_MATERIAL, AssetRenderResourcesNode::::new(false), ); self.add_node_edge(node::COLOR_MATERIAL, base::node::MAIN_PASS) .unwrap(); self.add_system_node(node::SPRITE, RenderResourcesNode::::new(true)); self.add_node_edge(node::SPRITE, base::node::MAIN_PASS) .unwrap(); self.add_system_node( node::SPRITE_SHEET, AssetRenderResourcesNode::::new(false), ); self.add_system_node( node::SPRITE_SHEET_SPRITE, RenderResourcesNode::::new(true), ); let mut pipelines = resources.get_mut::>().unwrap(); let mut shaders = resources.get_mut::>().unwrap(); pipelines.set_untracked(SPRITE_PIPELINE_HANDLE, build_sprite_pipeline(&mut shaders)); pipelines.set_untracked( SPRITE_SHEET_PIPELINE_HANDLE, build_sprite_sheet_pipeline(&mut shaders), ); self } }