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https://github.com/bevyengine/bevy
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048e00fc32
# Objective In `extract_uinodes` it's not neccessary to clone the `DEFAULT_IMAGE_HANDLE.typed()` handle.
833 lines
30 KiB
Rust
833 lines
30 KiB
Rust
mod pipeline;
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mod render_pass;
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use bevy_core_pipeline::{core_2d::Camera2d, core_3d::Camera3d};
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use bevy_hierarchy::Parent;
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use bevy_render::{ExtractSchedule, Render};
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use bevy_window::{PrimaryWindow, Window};
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pub use pipeline::*;
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pub use render_pass::*;
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use crate::UiTextureAtlasImage;
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use crate::{
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prelude::UiCameraConfig, BackgroundColor, BorderColor, CalculatedClip, Node, UiImage, UiStack,
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};
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use crate::{ContentSize, Style, Val};
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use bevy_app::prelude::*;
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use bevy_asset::{load_internal_asset, AssetEvent, Assets, Handle, HandleUntyped};
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use bevy_ecs::prelude::*;
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use bevy_math::{Mat4, Rect, UVec4, Vec2, Vec3, Vec4Swizzles};
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use bevy_reflect::TypeUuid;
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use bevy_render::texture::DEFAULT_IMAGE_HANDLE;
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use bevy_render::{
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camera::Camera,
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color::Color,
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render_asset::RenderAssets,
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render_graph::{RenderGraph, RunGraphOnViewNode},
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render_phase::{sort_phase_system, AddRenderCommand, DrawFunctions, RenderPhase},
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render_resource::*,
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renderer::{RenderDevice, RenderQueue},
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texture::Image,
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view::{ComputedVisibility, ExtractedView, ViewUniforms},
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Extract, RenderApp, RenderSet,
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};
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use bevy_sprite::SpriteAssetEvents;
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use bevy_sprite::TextureAtlas;
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#[cfg(feature = "bevy_text")]
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use bevy_text::{PositionedGlyph, Text, TextLayoutInfo};
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use bevy_transform::components::GlobalTransform;
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use bevy_utils::FloatOrd;
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use bevy_utils::HashMap;
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use bytemuck::{Pod, Zeroable};
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use std::ops::Range;
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pub mod node {
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pub const UI_PASS_DRIVER: &str = "ui_pass_driver";
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}
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pub mod draw_ui_graph {
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pub const NAME: &str = "draw_ui";
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pub mod node {
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pub const UI_PASS: &str = "ui_pass";
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}
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}
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pub const UI_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 13012847047162779583);
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
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pub enum RenderUiSystem {
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ExtractNode,
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}
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pub fn build_ui_render(app: &mut App) {
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load_internal_asset!(app, UI_SHADER_HANDLE, "ui.wgsl", Shader::from_wgsl);
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let render_app = match app.get_sub_app_mut(RenderApp) {
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Ok(render_app) => render_app,
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Err(_) => return,
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};
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render_app
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.init_resource::<SpecializedRenderPipelines<UiPipeline>>()
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.init_resource::<UiImageBindGroups>()
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.init_resource::<UiMeta>()
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.init_resource::<ExtractedUiNodes>()
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.init_resource::<DrawFunctions<TransparentUi>>()
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.add_render_command::<TransparentUi, DrawUi>()
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.add_systems(
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ExtractSchedule,
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(
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extract_default_ui_camera_view::<Camera2d>,
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extract_default_ui_camera_view::<Camera3d>,
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extract_uinodes.in_set(RenderUiSystem::ExtractNode),
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extract_atlas_uinodes.after(RenderUiSystem::ExtractNode),
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extract_uinode_borders.after(RenderUiSystem::ExtractNode),
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#[cfg(feature = "bevy_text")]
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extract_text_uinodes.after(RenderUiSystem::ExtractNode),
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),
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)
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.add_systems(
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Render,
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(
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prepare_uinodes.in_set(RenderSet::Prepare),
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queue_uinodes.in_set(RenderSet::Queue),
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sort_phase_system::<TransparentUi>.in_set(RenderSet::PhaseSort),
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),
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);
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// Render graph
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let ui_graph_2d = get_ui_graph(render_app);
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let ui_graph_3d = get_ui_graph(render_app);
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let mut graph = render_app.world.resource_mut::<RenderGraph>();
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if let Some(graph_2d) = graph.get_sub_graph_mut(bevy_core_pipeline::core_2d::graph::NAME) {
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graph_2d.add_sub_graph(draw_ui_graph::NAME, ui_graph_2d);
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graph_2d.add_node(
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draw_ui_graph::node::UI_PASS,
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RunGraphOnViewNode::new(draw_ui_graph::NAME),
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);
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graph_2d.add_node_edge(
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bevy_core_pipeline::core_2d::graph::node::MAIN_PASS,
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draw_ui_graph::node::UI_PASS,
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);
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graph_2d.add_node_edge(
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bevy_core_pipeline::core_2d::graph::node::END_MAIN_PASS_POST_PROCESSING,
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draw_ui_graph::node::UI_PASS,
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);
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graph_2d.add_node_edge(
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draw_ui_graph::node::UI_PASS,
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bevy_core_pipeline::core_2d::graph::node::UPSCALING,
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);
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}
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if let Some(graph_3d) = graph.get_sub_graph_mut(bevy_core_pipeline::core_3d::graph::NAME) {
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graph_3d.add_sub_graph(draw_ui_graph::NAME, ui_graph_3d);
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graph_3d.add_node(
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draw_ui_graph::node::UI_PASS,
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RunGraphOnViewNode::new(draw_ui_graph::NAME),
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);
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graph_3d.add_node_edge(
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bevy_core_pipeline::core_3d::graph::node::END_MAIN_PASS,
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draw_ui_graph::node::UI_PASS,
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);
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graph_3d.add_node_edge(
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bevy_core_pipeline::core_3d::graph::node::END_MAIN_PASS_POST_PROCESSING,
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draw_ui_graph::node::UI_PASS,
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);
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graph_3d.add_node_edge(
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draw_ui_graph::node::UI_PASS,
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bevy_core_pipeline::core_3d::graph::node::UPSCALING,
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);
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}
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}
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fn get_ui_graph(render_app: &mut App) -> RenderGraph {
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let ui_pass_node = UiPassNode::new(&mut render_app.world);
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let mut ui_graph = RenderGraph::default();
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ui_graph.add_node(draw_ui_graph::node::UI_PASS, ui_pass_node);
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ui_graph
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}
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pub struct ExtractedUiNode {
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pub stack_index: usize,
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pub transform: Mat4,
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pub color: Color,
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pub rect: Rect,
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pub image: Handle<Image>,
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pub atlas_size: Option<Vec2>,
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pub clip: Option<Rect>,
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pub flip_x: bool,
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pub flip_y: bool,
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}
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#[derive(Resource, Default)]
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pub struct ExtractedUiNodes {
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pub uinodes: Vec<ExtractedUiNode>,
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}
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pub fn extract_atlas_uinodes(
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mut extracted_uinodes: ResMut<ExtractedUiNodes>,
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images: Extract<Res<Assets<Image>>>,
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texture_atlases: Extract<Res<Assets<TextureAtlas>>>,
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ui_stack: Extract<Res<UiStack>>,
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uinode_query: Extract<
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Query<
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(
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&Node,
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&GlobalTransform,
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&BackgroundColor,
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&ComputedVisibility,
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Option<&CalculatedClip>,
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&Handle<TextureAtlas>,
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&UiTextureAtlasImage,
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),
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Without<UiImage>,
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>,
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>,
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) {
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for (stack_index, entity) in ui_stack.uinodes.iter().enumerate() {
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if let Ok((uinode, transform, color, visibility, clip, texture_atlas_handle, atlas_image)) =
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uinode_query.get(*entity)
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{
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// Skip invisible and completely transparent nodes
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if !visibility.is_visible() || color.0.a() == 0.0 {
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continue;
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}
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let (mut atlas_rect, mut atlas_size, image) =
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if let Some(texture_atlas) = texture_atlases.get(texture_atlas_handle) {
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let atlas_rect = *texture_atlas
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.textures
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.get(atlas_image.index)
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.unwrap_or_else(|| {
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panic!(
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"Atlas index {:?} does not exist for texture atlas handle {:?}.",
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atlas_image.index,
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texture_atlas_handle.id(),
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)
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});
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(
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atlas_rect,
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texture_atlas.size,
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texture_atlas.texture.clone(),
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)
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} else {
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// Atlas not present in assets resource (should this warn the user?)
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continue;
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};
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// Skip loading images
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if !images.contains(&image) {
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continue;
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}
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let scale = uinode.size() / atlas_rect.size();
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atlas_rect.min *= scale;
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atlas_rect.max *= scale;
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atlas_size *= scale;
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extracted_uinodes.uinodes.push(ExtractedUiNode {
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stack_index,
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transform: transform.compute_matrix(),
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color: color.0,
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rect: atlas_rect,
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clip: clip.map(|clip| clip.clip),
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image,
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atlas_size: Some(atlas_size),
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flip_x: atlas_image.flip_x,
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flip_y: atlas_image.flip_y,
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});
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}
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}
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}
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fn resolve_border_thickness(value: Val, parent_width: f32, viewport_size: Vec2) -> f32 {
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match value {
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Val::Auto => 0.,
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Val::Px(px) => px.max(0.),
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Val::Percent(percent) => (parent_width * percent / 100.).max(0.),
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Val::Vw(percent) => (viewport_size.x * percent / 100.).max(0.),
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Val::Vh(percent) => (viewport_size.y * percent / 100.).max(0.),
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Val::VMin(percent) => (viewport_size.min_element() * percent / 100.).max(0.),
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Val::VMax(percent) => (viewport_size.max_element() * percent / 100.).max(0.),
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}
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}
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pub fn extract_uinode_borders(
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mut extracted_uinodes: ResMut<ExtractedUiNodes>,
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windows: Extract<Query<&Window, With<PrimaryWindow>>>,
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ui_stack: Extract<Res<UiStack>>,
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uinode_query: Extract<
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Query<
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(
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&Node,
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&GlobalTransform,
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&Style,
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&BorderColor,
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Option<&Parent>,
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&ComputedVisibility,
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Option<&CalculatedClip>,
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),
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Without<ContentSize>,
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>,
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>,
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parent_node_query: Extract<Query<&Node, With<Parent>>>,
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) {
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let image = bevy_render::texture::DEFAULT_IMAGE_HANDLE.typed();
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let viewport_size = windows
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.get_single()
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.map(|window| Vec2::new(window.resolution.width(), window.resolution.height()))
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.unwrap_or(Vec2::ZERO);
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for (stack_index, entity) in ui_stack.uinodes.iter().enumerate() {
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if let Ok((node, global_transform, style, border_color, parent, visibility, clip)) =
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uinode_query.get(*entity)
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{
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// Skip invisible borders
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if !visibility.is_visible()
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|| border_color.0.a() == 0.0
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|| node.size().x <= 0.
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|| node.size().y <= 0.
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{
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continue;
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}
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// Both vertical and horizontal percentage border values are calculated based on the width of the parent node
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// <https://developer.mozilla.org/en-US/docs/Web/CSS/border-width>
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let parent_width = parent
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.and_then(|parent| parent_node_query.get(parent.get()).ok())
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.map(|parent_node| parent_node.size().x)
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.unwrap_or(viewport_size.x);
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let left = resolve_border_thickness(style.border.left, parent_width, viewport_size);
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let right = resolve_border_thickness(style.border.right, parent_width, viewport_size);
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let top = resolve_border_thickness(style.border.top, parent_width, viewport_size);
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let bottom = resolve_border_thickness(style.border.bottom, parent_width, viewport_size);
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// Calculate the border rects, ensuring no overlap.
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// The border occupies the space between the node's bounding rect and the node's bounding rect inset in each direction by the node's corresponding border value.
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let max = 0.5 * node.size();
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let min = -max;
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let inner_min = min + Vec2::new(left, top);
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let inner_max = (max - Vec2::new(right, bottom)).max(inner_min);
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let border_rects = [
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// Left border
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Rect {
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min,
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max: Vec2::new(inner_min.x, max.y),
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},
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// Right border
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Rect {
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min: Vec2::new(inner_max.x, min.y),
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max,
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},
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// Top border
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Rect {
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min: Vec2::new(inner_min.x, min.y),
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max: Vec2::new(inner_max.x, inner_min.y),
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},
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// Bottom border
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Rect {
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min: Vec2::new(inner_min.x, inner_max.y),
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max: Vec2::new(inner_max.x, max.y),
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},
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];
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let transform = global_transform.compute_matrix();
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for edge in border_rects {
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if edge.min.x < edge.max.x && edge.min.y < edge.max.y {
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extracted_uinodes.uinodes.push(ExtractedUiNode {
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stack_index,
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// This translates the uinode's transform to the center of the current border rectangle
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transform: transform * Mat4::from_translation(edge.center().extend(0.)),
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color: border_color.0,
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rect: Rect {
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max: edge.size(),
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..Default::default()
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},
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image: image.clone_weak(),
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atlas_size: None,
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clip: clip.map(|clip| clip.clip),
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flip_x: false,
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flip_y: false,
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});
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}
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}
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}
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}
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}
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pub fn extract_uinodes(
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mut extracted_uinodes: ResMut<ExtractedUiNodes>,
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images: Extract<Res<Assets<Image>>>,
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ui_stack: Extract<Res<UiStack>>,
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uinode_query: Extract<
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Query<
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(
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&Node,
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&GlobalTransform,
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&BackgroundColor,
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Option<&UiImage>,
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&ComputedVisibility,
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Option<&CalculatedClip>,
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),
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Without<UiTextureAtlasImage>,
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>,
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>,
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) {
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extracted_uinodes.uinodes.clear();
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for (stack_index, entity) in ui_stack.uinodes.iter().enumerate() {
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if let Ok((uinode, transform, color, maybe_image, visibility, clip)) =
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uinode_query.get(*entity)
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{
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// Skip invisible and completely transparent nodes
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if !visibility.is_visible() || color.0.a() == 0.0 {
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continue;
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}
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let (image, flip_x, flip_y) = if let Some(image) = maybe_image {
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// Skip loading images
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if !images.contains(&image.texture) {
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continue;
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}
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(image.texture.clone_weak(), image.flip_x, image.flip_y)
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} else {
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(DEFAULT_IMAGE_HANDLE.typed(), false, false)
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};
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extracted_uinodes.uinodes.push(ExtractedUiNode {
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stack_index,
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transform: transform.compute_matrix(),
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color: color.0,
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rect: Rect {
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min: Vec2::ZERO,
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max: uinode.calculated_size,
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},
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clip: clip.map(|clip| clip.clip),
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image,
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atlas_size: None,
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flip_x,
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flip_y,
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});
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};
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}
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}
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/// The UI camera is "moved back" by this many units (plus the [`UI_CAMERA_TRANSFORM_OFFSET`]) and also has a view
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/// distance of this many units. This ensures that with a left-handed projection,
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/// as ui elements are "stacked on top of each other", they are within the camera's view
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/// and have room to grow.
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// TODO: Consider computing this value at runtime based on the maximum z-value.
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const UI_CAMERA_FAR: f32 = 1000.0;
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// This value is subtracted from the far distance for the camera's z-position to ensure nodes at z == 0.0 are rendered
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// TODO: Evaluate if we still need this.
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const UI_CAMERA_TRANSFORM_OFFSET: f32 = -0.1;
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#[derive(Component)]
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pub struct DefaultCameraView(pub Entity);
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pub fn extract_default_ui_camera_view<T: Component>(
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mut commands: Commands,
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query: Extract<Query<(Entity, &Camera, Option<&UiCameraConfig>), With<T>>>,
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) {
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for (entity, camera, camera_ui) in &query {
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// ignore cameras with disabled ui
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if matches!(camera_ui, Some(&UiCameraConfig { show_ui: false, .. })) {
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continue;
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}
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if let (Some(logical_size), Some((physical_origin, _)), Some(physical_size)) = (
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camera.logical_viewport_size(),
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camera.physical_viewport_rect(),
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camera.physical_viewport_size(),
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) {
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// use a projection matrix with the origin in the top left instead of the bottom left that comes with OrthographicProjection
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let projection_matrix =
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Mat4::orthographic_rh(0.0, logical_size.x, logical_size.y, 0.0, 0.0, UI_CAMERA_FAR);
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let default_camera_view = commands
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.spawn(ExtractedView {
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projection: projection_matrix,
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transform: GlobalTransform::from_xyz(
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0.0,
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0.0,
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UI_CAMERA_FAR + UI_CAMERA_TRANSFORM_OFFSET,
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),
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view_projection: None,
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hdr: camera.hdr,
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viewport: UVec4::new(
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physical_origin.x,
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physical_origin.y,
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physical_size.x,
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physical_size.y,
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),
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color_grading: Default::default(),
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})
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.id();
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commands.get_or_spawn(entity).insert((
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DefaultCameraView(default_camera_view),
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RenderPhase::<TransparentUi>::default(),
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));
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}
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}
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}
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#[cfg(feature = "bevy_text")]
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pub fn extract_text_uinodes(
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mut extracted_uinodes: ResMut<ExtractedUiNodes>,
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texture_atlases: Extract<Res<Assets<TextureAtlas>>>,
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windows: Extract<Query<&Window, With<PrimaryWindow>>>,
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ui_stack: Extract<Res<UiStack>>,
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uinode_query: Extract<
|
|
Query<(
|
|
&Node,
|
|
&GlobalTransform,
|
|
&Text,
|
|
&TextLayoutInfo,
|
|
&ComputedVisibility,
|
|
Option<&CalculatedClip>,
|
|
)>,
|
|
>,
|
|
) {
|
|
// TODO: Support window-independent UI scale: https://github.com/bevyengine/bevy/issues/5621
|
|
let scale_factor = windows
|
|
.get_single()
|
|
.map(|window| window.resolution.scale_factor() as f32)
|
|
.unwrap_or(1.0);
|
|
|
|
let inverse_scale_factor = scale_factor.recip();
|
|
|
|
for (stack_index, entity) in ui_stack.uinodes.iter().enumerate() {
|
|
if let Ok((uinode, global_transform, text, text_layout_info, visibility, clip)) =
|
|
uinode_query.get(*entity)
|
|
{
|
|
// Skip if not visible or if size is set to zero (e.g. when a parent is set to `Display::None`)
|
|
if !visibility.is_visible() || uinode.size().x == 0. || uinode.size().y == 0. {
|
|
continue;
|
|
}
|
|
let transform = global_transform.compute_matrix()
|
|
* Mat4::from_translation(-0.5 * uinode.size().extend(0.));
|
|
|
|
let mut color = Color::WHITE;
|
|
let mut current_section = usize::MAX;
|
|
for PositionedGlyph {
|
|
position,
|
|
atlas_info,
|
|
section_index,
|
|
..
|
|
} in &text_layout_info.glyphs
|
|
{
|
|
if *section_index != current_section {
|
|
color = text.sections[*section_index].style.color.as_rgba_linear();
|
|
current_section = *section_index;
|
|
}
|
|
let atlas = texture_atlases.get(&atlas_info.texture_atlas).unwrap();
|
|
|
|
let mut rect = atlas.textures[atlas_info.glyph_index];
|
|
rect.min *= inverse_scale_factor;
|
|
rect.max *= inverse_scale_factor;
|
|
extracted_uinodes.uinodes.push(ExtractedUiNode {
|
|
stack_index,
|
|
transform: transform
|
|
* Mat4::from_translation(position.extend(0.) * inverse_scale_factor),
|
|
color,
|
|
rect,
|
|
image: atlas.texture.clone_weak(),
|
|
atlas_size: Some(atlas.size * inverse_scale_factor),
|
|
clip: clip.map(|clip| clip.clip),
|
|
flip_x: false,
|
|
flip_y: false,
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#[repr(C)]
|
|
#[derive(Copy, Clone, Pod, Zeroable)]
|
|
struct UiVertex {
|
|
pub position: [f32; 3],
|
|
pub uv: [f32; 2],
|
|
pub color: [f32; 4],
|
|
pub mode: u32,
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
pub struct UiMeta {
|
|
vertices: BufferVec<UiVertex>,
|
|
view_bind_group: Option<BindGroup>,
|
|
}
|
|
|
|
impl Default for UiMeta {
|
|
fn default() -> Self {
|
|
Self {
|
|
vertices: BufferVec::new(BufferUsages::VERTEX),
|
|
view_bind_group: None,
|
|
}
|
|
}
|
|
}
|
|
|
|
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];
|
|
|
|
#[derive(Component)]
|
|
pub struct UiBatch {
|
|
pub range: Range<u32>,
|
|
pub image: Handle<Image>,
|
|
pub z: f32,
|
|
}
|
|
|
|
const TEXTURED_QUAD: u32 = 0;
|
|
const UNTEXTURED_QUAD: u32 = 1;
|
|
|
|
pub fn prepare_uinodes(
|
|
mut commands: Commands,
|
|
render_device: Res<RenderDevice>,
|
|
render_queue: Res<RenderQueue>,
|
|
mut ui_meta: ResMut<UiMeta>,
|
|
mut extracted_uinodes: ResMut<ExtractedUiNodes>,
|
|
) {
|
|
ui_meta.vertices.clear();
|
|
|
|
// sort by ui stack index, starting from the deepest node
|
|
extracted_uinodes
|
|
.uinodes
|
|
.sort_by_key(|node| node.stack_index);
|
|
|
|
let mut start = 0;
|
|
let mut end = 0;
|
|
let mut current_batch_image = DEFAULT_IMAGE_HANDLE.typed();
|
|
let mut last_z = 0.0;
|
|
|
|
#[inline]
|
|
fn is_textured(image: &Handle<Image>) -> bool {
|
|
image.id() != DEFAULT_IMAGE_HANDLE.id()
|
|
}
|
|
|
|
for extracted_uinode in &extracted_uinodes.uinodes {
|
|
let mode = if is_textured(&extracted_uinode.image) {
|
|
if current_batch_image.id() != extracted_uinode.image.id() {
|
|
if is_textured(¤t_batch_image) && start != end {
|
|
commands.spawn(UiBatch {
|
|
range: start..end,
|
|
image: current_batch_image,
|
|
z: last_z,
|
|
});
|
|
start = end;
|
|
}
|
|
current_batch_image = extracted_uinode.image.clone_weak();
|
|
}
|
|
TEXTURED_QUAD
|
|
} else {
|
|
// Untextured `UiBatch`es are never spawned within the loop.
|
|
// If all the `extracted_uinodes` are untextured a single untextured UiBatch will be spawned after the loop terminates.
|
|
UNTEXTURED_QUAD
|
|
};
|
|
|
|
let mut 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 mut 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 = if mode == UNTEXTURED_QUAD {
|
|
[Vec2::ZERO, Vec2::X, Vec2::ONE, Vec2::Y]
|
|
} else {
|
|
let atlas_extent = extracted_uinode.atlas_size.unwrap_or(uinode_rect.max);
|
|
if extracted_uinode.flip_x {
|
|
std::mem::swap(&mut uinode_rect.max.x, &mut uinode_rect.min.x);
|
|
positions_diff[0].x *= -1.;
|
|
positions_diff[1].x *= -1.;
|
|
positions_diff[2].x *= -1.;
|
|
positions_diff[3].x *= -1.;
|
|
}
|
|
if extracted_uinode.flip_y {
|
|
std::mem::swap(&mut uinode_rect.max.y, &mut uinode_rect.min.y);
|
|
positions_diff[0].y *= -1.;
|
|
positions_diff[1].y *= -1.;
|
|
positions_diff[2].y *= -1.;
|
|
positions_diff[3].y *= -1.;
|
|
}
|
|
[
|
|
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 / atlas_extent)
|
|
};
|
|
|
|
let color = extracted_uinode.color.as_linear_rgba_f32();
|
|
for i in QUAD_INDICES {
|
|
ui_meta.vertices.push(UiVertex {
|
|
position: positions_clipped[i].into(),
|
|
uv: uvs[i].into(),
|
|
color,
|
|
mode,
|
|
});
|
|
}
|
|
|
|
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(UiBatch {
|
|
range: start..end,
|
|
image: current_batch_image,
|
|
z: last_z,
|
|
});
|
|
}
|
|
|
|
ui_meta.vertices.write_buffer(&render_device, &render_queue);
|
|
}
|
|
|
|
#[derive(Resource, Default)]
|
|
pub struct UiImageBindGroups {
|
|
pub values: HashMap<Handle<Image>, BindGroup>,
|
|
}
|
|
|
|
#[allow(clippy::too_many_arguments)]
|
|
pub fn queue_uinodes(
|
|
draw_functions: Res<DrawFunctions<TransparentUi>>,
|
|
render_device: Res<RenderDevice>,
|
|
mut ui_meta: ResMut<UiMeta>,
|
|
view_uniforms: Res<ViewUniforms>,
|
|
ui_pipeline: Res<UiPipeline>,
|
|
mut pipelines: ResMut<SpecializedRenderPipelines<UiPipeline>>,
|
|
pipeline_cache: Res<PipelineCache>,
|
|
mut image_bind_groups: ResMut<UiImageBindGroups>,
|
|
gpu_images: Res<RenderAssets<Image>>,
|
|
ui_batches: Query<(Entity, &UiBatch)>,
|
|
mut views: Query<(&ExtractedView, &mut RenderPhase<TransparentUi>)>,
|
|
events: Res<SpriteAssetEvents>,
|
|
) {
|
|
// 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().id::<DrawUi>();
|
|
for (view, mut transparent_phase) in &mut views {
|
|
let pipeline = pipelines.specialize(
|
|
&pipeline_cache,
|
|
&ui_pipeline,
|
|
UiPipelineKey { hdr: view.hdr },
|
|
);
|
|
for (entity, batch) in &ui_batches {
|
|
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),
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|