mod camera; mod pipeline; mod render_pass; pub use camera::*; pub use pipeline::*; pub use render_pass::*; use crate::{CalculatedClip, Node, UiColor, UiImage}; use bevy_app::prelude::*; use bevy_asset::{load_internal_asset, AssetEvent, Assets, Handle, HandleUntyped}; use bevy_ecs::prelude::*; use bevy_math::{const_vec3, Mat4, Vec2, Vec3, Vec4Swizzles}; use bevy_reflect::TypeUuid; use bevy_render::{ color::Color, render_asset::RenderAssets, render_graph::{RenderGraph, SlotInfo, SlotType}, render_phase::{sort_phase_system, AddRenderCommand, DrawFunctions, RenderPhase}, render_resource::*, renderer::{RenderDevice, RenderQueue}, texture::Image, view::{ViewUniforms, Visibility}, RenderApp, RenderStage, RenderWorld, }; use bevy_sprite::{Rect, SpriteAssetEvents, TextureAtlas}; use bevy_text::{DefaultTextPipeline, Text}; use bevy_transform::components::GlobalTransform; use bevy_utils::FloatOrd; use bevy_utils::HashMap; use bevy_window::{WindowId, Windows}; use bytemuck::{Pod, Zeroable}; use std::ops::Range; pub mod node { pub const UI_PASS_DRIVER: &str = "ui_pass_driver"; } pub mod draw_ui_graph { pub const NAME: &str = "draw_ui"; pub mod input { pub const VIEW_ENTITY: &str = "view_entity"; } pub mod node { pub const UI_PASS: &str = "ui_pass"; } } pub const UI_SHADER_HANDLE: HandleUntyped = HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 13012847047162779583); #[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)] pub enum RenderUiSystem { ExtractNode, } pub fn build_ui_render(app: &mut App) { load_internal_asset!(app, UI_SHADER_HANDLE, "ui.wgsl", Shader::from_wgsl); let render_app = match app.get_sub_app_mut(RenderApp) { Ok(render_app) => render_app, Err(_) => return, }; render_app .init_resource::() .init_resource::>() .init_resource::() .init_resource::() .init_resource::() .init_resource::>() .add_render_command::() .add_system_to_stage(RenderStage::Extract, extract_ui_camera_phases) .add_system_to_stage( RenderStage::Extract, extract_uinodes.label(RenderUiSystem::ExtractNode), ) .add_system_to_stage( RenderStage::Extract, extract_text_uinodes.after(RenderUiSystem::ExtractNode), ) .add_system_to_stage(RenderStage::Prepare, prepare_uinodes) .add_system_to_stage(RenderStage::Queue, queue_uinodes) .add_system_to_stage(RenderStage::PhaseSort, sort_phase_system::); // Render graph let ui_pass_node = UiPassNode::new(&mut render_app.world); let mut graph = render_app.world.resource_mut::(); let mut draw_ui_graph = RenderGraph::default(); draw_ui_graph.add_node(draw_ui_graph::node::UI_PASS, ui_pass_node); let input_node_id = draw_ui_graph.set_input(vec![SlotInfo::new( draw_ui_graph::input::VIEW_ENTITY, SlotType::Entity, )]); draw_ui_graph .add_slot_edge( input_node_id, draw_ui_graph::input::VIEW_ENTITY, draw_ui_graph::node::UI_PASS, UiPassNode::IN_VIEW, ) .unwrap(); graph.add_sub_graph(draw_ui_graph::NAME, draw_ui_graph); graph.add_node(node::UI_PASS_DRIVER, UiPassDriverNode); graph .add_node_edge( bevy_core_pipeline::node::MAIN_PASS_DRIVER, node::UI_PASS_DRIVER, ) .unwrap(); } pub struct ExtractedUiNode { pub transform: Mat4, pub color: Color, pub rect: Rect, pub image: Handle, pub atlas_size: Option, pub clip: Option, } #[derive(Default)] pub struct ExtractedUiNodes { pub uinodes: Vec, } pub fn extract_uinodes( mut render_world: ResMut, images: Res>, uinode_query: Query<( &Node, &GlobalTransform, &UiColor, &UiImage, &Visibility, Option<&CalculatedClip>, )>, ) { let mut extracted_uinodes = render_world.resource_mut::(); extracted_uinodes.uinodes.clear(); for (uinode, transform, color, image, visibility, clip) in uinode_query.iter() { if !visibility.is_visible { continue; } let image = image.0.clone_weak(); // Skip loading images if !images.contains(&image) { continue; } extracted_uinodes.uinodes.push(ExtractedUiNode { transform: transform.compute_matrix(), color: color.0, rect: bevy_sprite::Rect { min: Vec2::ZERO, max: uinode.size, }, image, atlas_size: None, clip: clip.map(|clip| clip.clip), }); } } pub fn extract_text_uinodes( mut render_world: ResMut, texture_atlases: Res>, text_pipeline: Res, windows: Res, uinode_query: Query<( Entity, &Node, &GlobalTransform, &Text, &Visibility, Option<&CalculatedClip>, )>, ) { let mut extracted_uinodes = render_world.resource_mut::(); let scale_factor = windows.scale_factor(WindowId::primary()) as f32; for (entity, uinode, transform, text, visibility, clip) in uinode_query.iter() { if !visibility.is_visible { continue; } // Skip if size is set to zero (e.g. when a parent is set to `Display::None`) if uinode.size == Vec2::ZERO { continue; } if let Some(text_layout) = text_pipeline.get_glyphs(&entity) { let text_glyphs = &text_layout.glyphs; let alignment_offset = (uinode.size / -2.0).extend(0.0); for text_glyph in text_glyphs { let color = text.sections[text_glyph.section_index].style.color; let atlas = texture_atlases .get(&text_glyph.atlas_info.texture_atlas) .unwrap(); let texture = atlas.texture.clone_weak(); let index = text_glyph.atlas_info.glyph_index as usize; let rect = atlas.textures[index]; let atlas_size = Some(atlas.size); let transform = Mat4::from_rotation_translation(transform.rotation, transform.translation) * Mat4::from_scale(transform.scale / scale_factor) * Mat4::from_translation( alignment_offset * scale_factor + text_glyph.position.extend(0.), ); extracted_uinodes.uinodes.push(ExtractedUiNode { transform, color, rect, image: texture, atlas_size, clip: clip.map(|clip| clip.clip), }); } } } } #[repr(C)] #[derive(Copy, Clone, Pod, Zeroable)] struct UiVertex { pub position: [f32; 3], pub uv: [f32; 2], pub color: [f32; 4], } pub struct UiMeta { vertices: BufferVec, view_bind_group: Option, } impl Default for UiMeta { fn default() -> Self { Self { vertices: BufferVec::new(BufferUsages::VERTEX), view_bind_group: None, } } } const QUAD_VERTEX_POSITIONS: [Vec3; 4] = [ const_vec3!([-0.5, -0.5, 0.0]), const_vec3!([0.5, -0.5, 0.0]), const_vec3!([0.5, 0.5, 0.0]), const_vec3!([-0.5, 0.5, 0.0]), ]; const QUAD_INDICES: [usize; 6] = [0, 2, 3, 0, 1, 2]; #[derive(Component)] pub struct UiBatch { pub range: Range, pub image: Handle, pub z: f32, } pub fn prepare_uinodes( mut commands: Commands, render_device: Res, render_queue: Res, mut ui_meta: ResMut, mut extracted_uinodes: ResMut, ) { ui_meta.vertices.clear(); // sort by increasing z for correct transparency extracted_uinodes .uinodes .sort_by(|a, b| FloatOrd(a.transform.w_axis[2]).cmp(&FloatOrd(b.transform.w_axis[2]))); let mut start = 0; let mut end = 0; let mut current_batch_handle = Default::default(); let mut last_z = 0.0; for extracted_uinode in &extracted_uinodes.uinodes { if current_batch_handle != extracted_uinode.image { if start != end { commands.spawn_bundle((UiBatch { range: start..end, image: current_batch_handle, z: last_z, },)); start = end; } current_batch_handle = extracted_uinode.image.clone_weak(); } let uinode_rect = extracted_uinode.rect; let rect_size = uinode_rect.size().extend(1.0); // Specify the corners of the node let positions = QUAD_VERTEX_POSITIONS .map(|pos| (extracted_uinode.transform * (pos * rect_size).extend(1.)).xyz()); // Calculate the effect of clipping // Note: this won't work with rotation/scaling, but that's much more complex (may need more that 2 quads) 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.), ]; // Cull nodes that are completely clipped if positions_diff[0].x - positions_diff[1].x >= rect_size.x || positions_diff[1].y - positions_diff[2].y >= rect_size.y { continue; } // Clip UVs (Note: y is reversed in UV space) let atlas_extent = extracted_uinode.atlas_size.unwrap_or(uinode_rect.max); let uvs = [ Vec2::new( uinode_rect.min.x + positions_diff[0].x, uinode_rect.max.y - positions_diff[0].y, ), Vec2::new( uinode_rect.max.x + positions_diff[1].x, uinode_rect.max.y - positions_diff[1].y, ), Vec2::new( uinode_rect.max.x + positions_diff[2].x, uinode_rect.min.y - positions_diff[2].y, ), Vec2::new( uinode_rect.min.x + positions_diff[3].x, uinode_rect.min.y - positions_diff[3].y, ), ] .map(|pos| pos / atlas_extent); for i in QUAD_INDICES { ui_meta.vertices.push(UiVertex { position: positions_clipped[i].into(), uv: uvs[i].into(), color: extracted_uinode.color.as_linear_rgba_f32(), }); } last_z = extracted_uinode.transform.w_axis[2]; end += QUAD_INDICES.len() as u32; } // if start != end, there is one last batch to process if start != end { commands.spawn_bundle((UiBatch { range: start..end, image: current_batch_handle, z: last_z, },)); } ui_meta.vertices.write_buffer(&render_device, &render_queue); } #[derive(Default)] pub struct UiImageBindGroups { pub values: HashMap, BindGroup>, } #[allow(clippy::too_many_arguments)] pub fn queue_uinodes( draw_functions: Res>, render_device: Res, mut ui_meta: ResMut, view_uniforms: Res, ui_pipeline: Res, mut pipelines: ResMut>, mut pipeline_cache: ResMut, mut image_bind_groups: ResMut, gpu_images: Res>, ui_batches: Query<(Entity, &UiBatch)>, mut views: Query<&mut RenderPhase>, events: Res, ) { // If an image has changed, the GpuImage has (probably) changed for event in &events.images { match event { AssetEvent::Created { .. } => None, AssetEvent::Modified { handle } | AssetEvent::Removed { handle } => { image_bind_groups.values.remove(handle) } }; } if let Some(view_binding) = view_uniforms.uniforms.binding() { ui_meta.view_bind_group = Some(render_device.create_bind_group(&BindGroupDescriptor { entries: &[BindGroupEntry { binding: 0, resource: view_binding, }], label: Some("ui_view_bind_group"), layout: &ui_pipeline.view_layout, })); let draw_ui_function = draw_functions.read().get_id::().unwrap(); let pipeline = pipelines.specialize(&mut pipeline_cache, &ui_pipeline, UiPipelineKey {}); for mut transparent_phase in views.iter_mut() { for (entity, batch) in ui_batches.iter() { image_bind_groups .values .entry(batch.image.clone_weak()) .or_insert_with(|| { let gpu_image = gpu_images.get(&batch.image).unwrap(); render_device.create_bind_group(&BindGroupDescriptor { entries: &[ BindGroupEntry { binding: 0, resource: BindingResource::TextureView(&gpu_image.texture_view), }, BindGroupEntry { binding: 1, resource: BindingResource::Sampler(&gpu_image.sampler), }, ], label: Some("ui_material_bind_group"), layout: &ui_pipeline.image_layout, }) }); transparent_phase.add(TransparentUi { draw_function: draw_ui_function, pipeline, entity, sort_key: FloatOrd(batch.z), }); } } } }