bevy/crates/bevy_ui/src/render/mod.rs
ickshonpe 048e00fc32
Remove unnecessary clone_weak (#9053)
# Objective

In `extract_uinodes` it's not neccessary to clone the
`DEFAULT_IMAGE_HANDLE.typed()` handle.
2023-07-06 06:35:17 +00:00

833 lines
30 KiB
Rust

mod pipeline;
mod render_pass;
use bevy_core_pipeline::{core_2d::Camera2d, core_3d::Camera3d};
use bevy_hierarchy::Parent;
use bevy_render::{ExtractSchedule, Render};
use bevy_window::{PrimaryWindow, Window};
pub use pipeline::*;
pub use render_pass::*;
use crate::UiTextureAtlasImage;
use crate::{
prelude::UiCameraConfig, BackgroundColor, BorderColor, CalculatedClip, Node, UiImage, UiStack,
};
use crate::{ContentSize, Style, Val};
use bevy_app::prelude::*;
use bevy_asset::{load_internal_asset, AssetEvent, Assets, Handle, HandleUntyped};
use bevy_ecs::prelude::*;
use bevy_math::{Mat4, Rect, UVec4, Vec2, Vec3, Vec4Swizzles};
use bevy_reflect::TypeUuid;
use bevy_render::texture::DEFAULT_IMAGE_HANDLE;
use bevy_render::{
camera::Camera,
color::Color,
render_asset::RenderAssets,
render_graph::{RenderGraph, RunGraphOnViewNode},
render_phase::{sort_phase_system, AddRenderCommand, DrawFunctions, RenderPhase},
render_resource::*,
renderer::{RenderDevice, RenderQueue},
texture::Image,
view::{ComputedVisibility, ExtractedView, ViewUniforms},
Extract, RenderApp, RenderSet,
};
use bevy_sprite::SpriteAssetEvents;
use bevy_sprite::TextureAtlas;
#[cfg(feature = "bevy_text")]
use bevy_text::{PositionedGlyph, Text, TextLayoutInfo};
use bevy_transform::components::GlobalTransform;
use bevy_utils::FloatOrd;
use bevy_utils::HashMap;
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 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, SystemSet)]
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::<SpecializedRenderPipelines<UiPipeline>>()
.init_resource::<UiImageBindGroups>()
.init_resource::<UiMeta>()
.init_resource::<ExtractedUiNodes>()
.init_resource::<DrawFunctions<TransparentUi>>()
.add_render_command::<TransparentUi, DrawUi>()
.add_systems(
ExtractSchedule,
(
extract_default_ui_camera_view::<Camera2d>,
extract_default_ui_camera_view::<Camera3d>,
extract_uinodes.in_set(RenderUiSystem::ExtractNode),
extract_atlas_uinodes.after(RenderUiSystem::ExtractNode),
extract_uinode_borders.after(RenderUiSystem::ExtractNode),
#[cfg(feature = "bevy_text")]
extract_text_uinodes.after(RenderUiSystem::ExtractNode),
),
)
.add_systems(
Render,
(
prepare_uinodes.in_set(RenderSet::Prepare),
queue_uinodes.in_set(RenderSet::Queue),
sort_phase_system::<TransparentUi>.in_set(RenderSet::PhaseSort),
),
);
// Render graph
let ui_graph_2d = get_ui_graph(render_app);
let ui_graph_3d = get_ui_graph(render_app);
let mut graph = render_app.world.resource_mut::<RenderGraph>();
if let Some(graph_2d) = graph.get_sub_graph_mut(bevy_core_pipeline::core_2d::graph::NAME) {
graph_2d.add_sub_graph(draw_ui_graph::NAME, ui_graph_2d);
graph_2d.add_node(
draw_ui_graph::node::UI_PASS,
RunGraphOnViewNode::new(draw_ui_graph::NAME),
);
graph_2d.add_node_edge(
bevy_core_pipeline::core_2d::graph::node::MAIN_PASS,
draw_ui_graph::node::UI_PASS,
);
graph_2d.add_node_edge(
bevy_core_pipeline::core_2d::graph::node::END_MAIN_PASS_POST_PROCESSING,
draw_ui_graph::node::UI_PASS,
);
graph_2d.add_node_edge(
draw_ui_graph::node::UI_PASS,
bevy_core_pipeline::core_2d::graph::node::UPSCALING,
);
}
if let Some(graph_3d) = graph.get_sub_graph_mut(bevy_core_pipeline::core_3d::graph::NAME) {
graph_3d.add_sub_graph(draw_ui_graph::NAME, ui_graph_3d);
graph_3d.add_node(
draw_ui_graph::node::UI_PASS,
RunGraphOnViewNode::new(draw_ui_graph::NAME),
);
graph_3d.add_node_edge(
bevy_core_pipeline::core_3d::graph::node::END_MAIN_PASS,
draw_ui_graph::node::UI_PASS,
);
graph_3d.add_node_edge(
bevy_core_pipeline::core_3d::graph::node::END_MAIN_PASS_POST_PROCESSING,
draw_ui_graph::node::UI_PASS,
);
graph_3d.add_node_edge(
draw_ui_graph::node::UI_PASS,
bevy_core_pipeline::core_3d::graph::node::UPSCALING,
);
}
}
fn get_ui_graph(render_app: &mut App) -> RenderGraph {
let ui_pass_node = UiPassNode::new(&mut render_app.world);
let mut ui_graph = RenderGraph::default();
ui_graph.add_node(draw_ui_graph::node::UI_PASS, ui_pass_node);
ui_graph
}
pub struct ExtractedUiNode {
pub stack_index: usize,
pub transform: Mat4,
pub color: Color,
pub rect: Rect,
pub image: Handle<Image>,
pub atlas_size: Option<Vec2>,
pub clip: Option<Rect>,
pub flip_x: bool,
pub flip_y: bool,
}
#[derive(Resource, Default)]
pub struct ExtractedUiNodes {
pub uinodes: Vec<ExtractedUiNode>,
}
pub fn extract_atlas_uinodes(
mut extracted_uinodes: ResMut<ExtractedUiNodes>,
images: Extract<Res<Assets<Image>>>,
texture_atlases: Extract<Res<Assets<TextureAtlas>>>,
ui_stack: Extract<Res<UiStack>>,
uinode_query: Extract<
Query<
(
&Node,
&GlobalTransform,
&BackgroundColor,
&ComputedVisibility,
Option<&CalculatedClip>,
&Handle<TextureAtlas>,
&UiTextureAtlasImage,
),
Without<UiImage>,
>,
>,
) {
for (stack_index, entity) in ui_stack.uinodes.iter().enumerate() {
if let Ok((uinode, transform, color, visibility, clip, texture_atlas_handle, atlas_image)) =
uinode_query.get(*entity)
{
// Skip invisible and completely transparent nodes
if !visibility.is_visible() || color.0.a() == 0.0 {
continue;
}
let (mut atlas_rect, mut atlas_size, image) =
if let Some(texture_atlas) = texture_atlases.get(texture_atlas_handle) {
let atlas_rect = *texture_atlas
.textures
.get(atlas_image.index)
.unwrap_or_else(|| {
panic!(
"Atlas index {:?} does not exist for texture atlas handle {:?}.",
atlas_image.index,
texture_atlas_handle.id(),
)
});
(
atlas_rect,
texture_atlas.size,
texture_atlas.texture.clone(),
)
} else {
// Atlas not present in assets resource (should this warn the user?)
continue;
};
// Skip loading images
if !images.contains(&image) {
continue;
}
let scale = uinode.size() / atlas_rect.size();
atlas_rect.min *= scale;
atlas_rect.max *= scale;
atlas_size *= scale;
extracted_uinodes.uinodes.push(ExtractedUiNode {
stack_index,
transform: transform.compute_matrix(),
color: color.0,
rect: atlas_rect,
clip: clip.map(|clip| clip.clip),
image,
atlas_size: Some(atlas_size),
flip_x: atlas_image.flip_x,
flip_y: atlas_image.flip_y,
});
}
}
}
fn resolve_border_thickness(value: Val, parent_width: f32, viewport_size: Vec2) -> f32 {
match value {
Val::Auto => 0.,
Val::Px(px) => px.max(0.),
Val::Percent(percent) => (parent_width * percent / 100.).max(0.),
Val::Vw(percent) => (viewport_size.x * percent / 100.).max(0.),
Val::Vh(percent) => (viewport_size.y * percent / 100.).max(0.),
Val::VMin(percent) => (viewport_size.min_element() * percent / 100.).max(0.),
Val::VMax(percent) => (viewport_size.max_element() * percent / 100.).max(0.),
}
}
pub fn extract_uinode_borders(
mut extracted_uinodes: ResMut<ExtractedUiNodes>,
windows: Extract<Query<&Window, With<PrimaryWindow>>>,
ui_stack: Extract<Res<UiStack>>,
uinode_query: Extract<
Query<
(
&Node,
&GlobalTransform,
&Style,
&BorderColor,
Option<&Parent>,
&ComputedVisibility,
Option<&CalculatedClip>,
),
Without<ContentSize>,
>,
>,
parent_node_query: Extract<Query<&Node, With<Parent>>>,
) {
let image = bevy_render::texture::DEFAULT_IMAGE_HANDLE.typed();
let viewport_size = windows
.get_single()
.map(|window| Vec2::new(window.resolution.width(), window.resolution.height()))
.unwrap_or(Vec2::ZERO);
for (stack_index, entity) in ui_stack.uinodes.iter().enumerate() {
if let Ok((node, global_transform, style, border_color, parent, visibility, clip)) =
uinode_query.get(*entity)
{
// Skip invisible borders
if !visibility.is_visible()
|| border_color.0.a() == 0.0
|| node.size().x <= 0.
|| node.size().y <= 0.
{
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 = parent
.and_then(|parent| parent_node_query.get(parent.get()).ok())
.map(|parent_node| parent_node.size().x)
.unwrap_or(viewport_size.x);
let left = resolve_border_thickness(style.border.left, parent_width, viewport_size);
let right = resolve_border_thickness(style.border.right, parent_width, viewport_size);
let top = resolve_border_thickness(style.border.top, parent_width, viewport_size);
let bottom = resolve_border_thickness(style.border.bottom, parent_width, viewport_size);
// Calculate the border rects, ensuring no overlap.
// 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.
let max = 0.5 * node.size();
let min = -max;
let inner_min = min + Vec2::new(left, top);
let inner_max = (max - Vec2::new(right, bottom)).max(inner_min);
let border_rects = [
// Left border
Rect {
min,
max: Vec2::new(inner_min.x, max.y),
},
// Right border
Rect {
min: Vec2::new(inner_max.x, min.y),
max,
},
// Top border
Rect {
min: Vec2::new(inner_min.x, min.y),
max: Vec2::new(inner_max.x, inner_min.y),
},
// Bottom border
Rect {
min: Vec2::new(inner_min.x, inner_max.y),
max: Vec2::new(inner_max.x, max.y),
},
];
let transform = global_transform.compute_matrix();
for edge in border_rects {
if edge.min.x < edge.max.x && edge.min.y < edge.max.y {
extracted_uinodes.uinodes.push(ExtractedUiNode {
stack_index,
// This translates the uinode's transform to the center of the current border rectangle
transform: transform * Mat4::from_translation(edge.center().extend(0.)),
color: border_color.0,
rect: Rect {
max: edge.size(),
..Default::default()
},
image: image.clone_weak(),
atlas_size: None,
clip: clip.map(|clip| clip.clip),
flip_x: false,
flip_y: false,
});
}
}
}
}
}
pub fn extract_uinodes(
mut extracted_uinodes: ResMut<ExtractedUiNodes>,
images: Extract<Res<Assets<Image>>>,
ui_stack: Extract<Res<UiStack>>,
uinode_query: Extract<
Query<
(
&Node,
&GlobalTransform,
&BackgroundColor,
Option<&UiImage>,
&ComputedVisibility,
Option<&CalculatedClip>,
),
Without<UiTextureAtlasImage>,
>,
>,
) {
extracted_uinodes.uinodes.clear();
for (stack_index, entity) in ui_stack.uinodes.iter().enumerate() {
if let Ok((uinode, transform, color, maybe_image, visibility, clip)) =
uinode_query.get(*entity)
{
// Skip invisible and completely transparent nodes
if !visibility.is_visible() || color.0.a() == 0.0 {
continue;
}
let (image, flip_x, flip_y) = if let Some(image) = maybe_image {
// Skip loading images
if !images.contains(&image.texture) {
continue;
}
(image.texture.clone_weak(), image.flip_x, image.flip_y)
} else {
(DEFAULT_IMAGE_HANDLE.typed(), false, false)
};
extracted_uinodes.uinodes.push(ExtractedUiNode {
stack_index,
transform: transform.compute_matrix(),
color: color.0,
rect: Rect {
min: Vec2::ZERO,
max: uinode.calculated_size,
},
clip: clip.map(|clip| clip.clip),
image,
atlas_size: None,
flip_x,
flip_y,
});
};
}
}
/// The UI camera is "moved back" by this many units (plus the [`UI_CAMERA_TRANSFORM_OFFSET`]) and also has a view
/// distance of this many units. This ensures that with a left-handed projection,
/// as ui elements are "stacked on top of each other", they are within the camera's view
/// and have room to grow.
// TODO: Consider computing this value at runtime based on the maximum z-value.
const UI_CAMERA_FAR: f32 = 1000.0;
// This value is subtracted from the far distance for the camera's z-position to ensure nodes at z == 0.0 are rendered
// TODO: Evaluate if we still need this.
const UI_CAMERA_TRANSFORM_OFFSET: f32 = -0.1;
#[derive(Component)]
pub struct DefaultCameraView(pub Entity);
pub fn extract_default_ui_camera_view<T: Component>(
mut commands: Commands,
query: Extract<Query<(Entity, &Camera, Option<&UiCameraConfig>), With<T>>>,
) {
for (entity, camera, camera_ui) in &query {
// ignore cameras with disabled ui
if matches!(camera_ui, Some(&UiCameraConfig { show_ui: false, .. })) {
continue;
}
if let (Some(logical_size), Some((physical_origin, _)), Some(physical_size)) = (
camera.logical_viewport_size(),
camera.physical_viewport_rect(),
camera.physical_viewport_size(),
) {
// use a projection matrix with the origin in the top left instead of the bottom left that comes with OrthographicProjection
let projection_matrix =
Mat4::orthographic_rh(0.0, logical_size.x, logical_size.y, 0.0, 0.0, UI_CAMERA_FAR);
let default_camera_view = commands
.spawn(ExtractedView {
projection: projection_matrix,
transform: GlobalTransform::from_xyz(
0.0,
0.0,
UI_CAMERA_FAR + UI_CAMERA_TRANSFORM_OFFSET,
),
view_projection: None,
hdr: camera.hdr,
viewport: UVec4::new(
physical_origin.x,
physical_origin.y,
physical_size.x,
physical_size.y,
),
color_grading: Default::default(),
})
.id();
commands.get_or_spawn(entity).insert((
DefaultCameraView(default_camera_view),
RenderPhase::<TransparentUi>::default(),
));
}
}
}
#[cfg(feature = "bevy_text")]
pub fn extract_text_uinodes(
mut extracted_uinodes: ResMut<ExtractedUiNodes>,
texture_atlases: Extract<Res<Assets<TextureAtlas>>>,
windows: Extract<Query<&Window, With<PrimaryWindow>>>,
ui_stack: Extract<Res<UiStack>>,
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(&current_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),
});
}
}
}
}