mirror of
https://github.com/bevyengine/bevy
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1c2f687202
# Objective - After #14017 , I noticed that the drawcall increased 10x in the `many_buttons`, causing the `UIPassNode `to increase from 1.5ms to 6ms. This is because our UI batching is very fragile. ## Solution - skip extract UiImage when its texture is default ## Performance many_buttons UiPassNode ![image](https://github.com/bevyengine/bevy/assets/45868716/9295d958-8c3f-469c-a7e0-d1e90db4dfb7)
1251 lines
45 KiB
Rust
1251 lines
45 KiB
Rust
mod pipeline;
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mod render_pass;
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mod ui_material_pipeline;
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use bevy_color::{Alpha, ColorToComponents, LinearRgba};
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use bevy_core_pipeline::core_2d::graph::{Core2d, Node2d};
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use bevy_core_pipeline::core_3d::graph::{Core3d, Node3d};
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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::render_phase::ViewSortedRenderPhases;
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use bevy_render::texture::TRANSPARENT_IMAGE_HANDLE;
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use bevy_render::{
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render_phase::{PhaseItem, PhaseItemExtraIndex},
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texture::GpuImage,
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view::ViewVisibility,
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ExtractSchedule, Render,
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};
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use bevy_sprite::{SpriteAssetEvents, TextureAtlas};
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pub use pipeline::*;
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pub use render_pass::*;
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pub use ui_material_pipeline::*;
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use crate::graph::{NodeUi, SubGraphUi};
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use crate::{
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texture_slice::ComputedTextureSlices, BackgroundColor, BorderColor, BorderRadius,
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CalculatedClip, ContentSize, DefaultUiCamera, Node, Outline, Style, TargetCamera, UiImage,
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UiScale, Val,
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};
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use bevy_app::prelude::*;
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use bevy_asset::{load_internal_asset, AssetEvent, AssetId, Assets, Handle};
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use bevy_ecs::entity::{EntityHashMap, EntityHashSet};
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use bevy_ecs::prelude::*;
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use bevy_math::{FloatOrd, Mat4, Rect, URect, UVec4, Vec2, Vec3, Vec3Swizzles, Vec4, Vec4Swizzles};
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use bevy_render::{
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camera::Camera,
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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},
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render_resource::*,
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renderer::{RenderDevice, RenderQueue},
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texture::Image,
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view::{ExtractedView, ViewUniforms},
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Extract, RenderApp, RenderSet,
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};
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use bevy_sprite::TextureAtlasLayout;
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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::HashMap;
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use bytemuck::{Pod, Zeroable};
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use std::ops::Range;
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pub mod graph {
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use bevy_render::render_graph::{RenderLabel, RenderSubGraph};
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#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderSubGraph)]
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pub struct SubGraphUi;
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#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
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pub enum NodeUi {
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UiPass,
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}
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}
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pub const UI_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(13012847047162779583);
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
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pub enum RenderUiSystem {
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ExtractBackgrounds,
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ExtractImages,
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ExtractBorders,
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ExtractText,
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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 Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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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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.allow_ambiguous_resource::<ExtractedUiNodes>()
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.init_resource::<DrawFunctions<TransparentUi>>()
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.init_resource::<ViewSortedRenderPhases<TransparentUi>>()
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.add_render_command::<TransparentUi, DrawUi>()
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.configure_sets(
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ExtractSchedule,
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(
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RenderUiSystem::ExtractBackgrounds,
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RenderUiSystem::ExtractImages,
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RenderUiSystem::ExtractBorders,
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RenderUiSystem::ExtractText,
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)
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.chain(),
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)
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.add_systems(
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ExtractSchedule,
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(
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extract_default_ui_camera_view,
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extract_uinode_background_colors.in_set(RenderUiSystem::ExtractBackgrounds),
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extract_uinode_images.in_set(RenderUiSystem::ExtractImages),
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extract_uinode_borders.in_set(RenderUiSystem::ExtractBorders),
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extract_uinode_outlines.in_set(RenderUiSystem::ExtractBorders),
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#[cfg(feature = "bevy_text")]
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extract_uinode_text.in_set(RenderUiSystem::ExtractText),
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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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queue_uinodes.in_set(RenderSet::Queue),
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sort_phase_system::<TransparentUi>.in_set(RenderSet::PhaseSort),
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prepare_uinodes.in_set(RenderSet::PrepareBindGroups),
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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_mut().resource_mut::<RenderGraph>();
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if let Some(graph_2d) = graph.get_sub_graph_mut(Core2d) {
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graph_2d.add_sub_graph(SubGraphUi, ui_graph_2d);
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graph_2d.add_node(NodeUi::UiPass, RunGraphOnViewNode::new(SubGraphUi));
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graph_2d.add_node_edge(Node2d::EndMainPass, NodeUi::UiPass);
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graph_2d.add_node_edge(Node2d::EndMainPassPostProcessing, NodeUi::UiPass);
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graph_2d.add_node_edge(NodeUi::UiPass, Node2d::Upscaling);
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}
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if let Some(graph_3d) = graph.get_sub_graph_mut(Core3d) {
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graph_3d.add_sub_graph(SubGraphUi, ui_graph_3d);
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graph_3d.add_node(NodeUi::UiPass, RunGraphOnViewNode::new(SubGraphUi));
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graph_3d.add_node_edge(Node3d::EndMainPass, NodeUi::UiPass);
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graph_3d.add_node_edge(Node3d::EndMainPassPostProcessing, NodeUi::UiPass);
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graph_3d.add_node_edge(NodeUi::UiPass, Node3d::Upscaling);
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}
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}
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fn get_ui_graph(render_app: &mut SubApp) -> RenderGraph {
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let ui_pass_node = UiPassNode::new(render_app.world_mut());
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let mut ui_graph = RenderGraph::default();
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ui_graph.add_node(NodeUi::UiPass, ui_pass_node);
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ui_graph
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}
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/// The type of UI node.
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/// This is used to determine how to render the UI node.
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub enum NodeType {
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Rect,
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Border,
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}
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pub struct ExtractedUiNode {
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pub stack_index: u32,
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pub transform: Mat4,
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pub color: LinearRgba,
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pub rect: Rect,
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pub image: AssetId<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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// Camera to render this UI node to. By the time it is extracted,
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// it is defaulted to a single camera if only one exists.
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// Nodes with ambiguous camera will be ignored.
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pub camera_entity: Entity,
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/// Border radius of the UI node.
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/// Ordering: top left, top right, bottom right, bottom left.
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pub border_radius: [f32; 4],
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/// Border thickness of the UI node.
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/// Ordering: left, top, right, bottom.
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pub border: [f32; 4],
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pub node_type: NodeType,
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}
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#[derive(Resource, Default)]
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pub struct ExtractedUiNodes {
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pub uinodes: EntityHashMap<ExtractedUiNode>,
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}
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pub fn extract_uinode_background_colors(
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mut extracted_uinodes: ResMut<ExtractedUiNodes>,
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camera_query: Extract<Query<(Entity, &Camera)>>,
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default_ui_camera: Extract<DefaultUiCamera>,
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ui_scale: Extract<Res<UiScale>>,
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uinode_query: Extract<
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Query<(
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Entity,
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&Node,
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&GlobalTransform,
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&ViewVisibility,
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Option<&CalculatedClip>,
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Option<&TargetCamera>,
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&BackgroundColor,
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Option<&BorderRadius>,
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&Style,
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Option<&Parent>,
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)>,
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>,
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node_query: Extract<Query<&Node>>,
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) {
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for (
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entity,
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uinode,
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transform,
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view_visibility,
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clip,
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camera,
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background_color,
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border_radius,
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style,
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parent,
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) in &uinode_query
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{
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let Some(camera_entity) = camera.map(TargetCamera::entity).or(default_ui_camera.get())
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else {
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continue;
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};
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// Skip invisible backgrounds
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if !view_visibility.get() || background_color.0.is_fully_transparent() {
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continue;
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}
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let ui_logical_viewport_size = camera_query
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.get(camera_entity)
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.ok()
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.and_then(|(_, c)| c.logical_viewport_size())
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.unwrap_or(Vec2::ZERO)
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// The logical window resolution returned by `Window` only takes into account the window scale factor and not `UiScale`,
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// so we have to divide by `UiScale` to get the size of the UI viewport.
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/ ui_scale.0;
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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| node_query.get(parent.get()).ok())
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.map(|parent_node| parent_node.size().x)
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.unwrap_or(ui_logical_viewport_size.x);
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let left =
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resolve_border_thickness(style.border.left, parent_width, ui_logical_viewport_size);
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let right =
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resolve_border_thickness(style.border.right, parent_width, ui_logical_viewport_size);
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let top =
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resolve_border_thickness(style.border.top, parent_width, ui_logical_viewport_size);
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let bottom =
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resolve_border_thickness(style.border.bottom, parent_width, ui_logical_viewport_size);
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let border = [left, top, right, bottom];
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let border_radius = if let Some(border_radius) = border_radius {
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resolve_border_radius(
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border_radius,
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uinode.size(),
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ui_logical_viewport_size,
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ui_scale.0,
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)
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} else {
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[0.; 4]
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};
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extracted_uinodes.uinodes.insert(
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entity,
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ExtractedUiNode {
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stack_index: uinode.stack_index,
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transform: transform.compute_matrix(),
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color: background_color.0.into(),
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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: AssetId::default(),
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atlas_size: None,
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flip_x: false,
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flip_y: false,
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camera_entity,
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border,
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border_radius,
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node_type: NodeType::Rect,
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},
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);
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}
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}
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#[allow(clippy::too_many_arguments)]
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pub fn extract_uinode_images(
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mut commands: Commands,
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mut extracted_uinodes: ResMut<ExtractedUiNodes>,
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camera_query: Extract<Query<(Entity, &Camera)>>,
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texture_atlases: Extract<Res<Assets<TextureAtlasLayout>>>,
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ui_scale: Extract<Res<UiScale>>,
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default_ui_camera: Extract<DefaultUiCamera>,
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uinode_query: Extract<
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Query<(
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&Node,
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&GlobalTransform,
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&ViewVisibility,
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Option<&CalculatedClip>,
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Option<&TargetCamera>,
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&UiImage,
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Option<&TextureAtlas>,
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Option<&ComputedTextureSlices>,
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Option<&BorderRadius>,
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Option<&Parent>,
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&Style,
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)>,
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>,
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node_query: Extract<Query<&Node>>,
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) {
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for (
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uinode,
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transform,
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view_visibility,
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clip,
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camera,
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image,
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atlas,
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slices,
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border_radius,
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parent,
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style,
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) in &uinode_query
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{
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let Some(camera_entity) = camera.map(TargetCamera::entity).or(default_ui_camera.get())
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else {
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continue;
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};
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// Skip invisible images
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if !view_visibility.get()
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|| image.color.is_fully_transparent()
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|| image.texture.id() == TRANSPARENT_IMAGE_HANDLE.id()
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{
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continue;
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}
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if let Some(slices) = slices {
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extracted_uinodes.uinodes.extend(
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slices
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.extract_ui_nodes(transform, uinode, image, clip, camera_entity)
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.map(|e| (commands.spawn_empty().id(), e)),
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);
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continue;
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}
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let (rect, atlas_size) = match atlas {
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Some(atlas) => {
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let Some(layout) = texture_atlases.get(&atlas.layout) 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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let mut atlas_rect = layout.textures[atlas.index].as_rect();
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let mut atlas_size = layout.size.as_vec2();
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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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(atlas_rect, Some(atlas_size))
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}
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None => (
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Rect {
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min: Vec2::ZERO,
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max: uinode.calculated_size,
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},
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None,
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),
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};
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let ui_logical_viewport_size = camera_query
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.get(camera_entity)
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.ok()
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.and_then(|(_, c)| c.logical_viewport_size())
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.unwrap_or(Vec2::ZERO)
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// The logical window resolution returned by `Window` only takes into account the window scale factor and not `UiScale`,
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// so we have to divide by `UiScale` to get the size of the UI viewport.
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/ ui_scale.0;
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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| node_query.get(parent.get()).ok())
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.map(|parent_node| parent_node.size().x)
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.unwrap_or(ui_logical_viewport_size.x);
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let left =
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resolve_border_thickness(style.border.left, parent_width, ui_logical_viewport_size);
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let right =
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resolve_border_thickness(style.border.right, parent_width, ui_logical_viewport_size);
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let top =
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resolve_border_thickness(style.border.top, parent_width, ui_logical_viewport_size);
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let bottom =
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resolve_border_thickness(style.border.bottom, parent_width, ui_logical_viewport_size);
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let border = [left, top, right, bottom];
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let border_radius = if let Some(border_radius) = border_radius {
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resolve_border_radius(
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border_radius,
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uinode.size(),
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ui_logical_viewport_size,
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ui_scale.0,
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)
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} else {
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[0.; 4]
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};
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extracted_uinodes.uinodes.insert(
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commands.spawn_empty().id(),
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ExtractedUiNode {
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stack_index: uinode.stack_index,
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transform: transform.compute_matrix(),
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color: image.color.into(),
|
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rect,
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clip: clip.map(|clip| clip.clip),
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image: image.texture.id(),
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atlas_size,
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flip_x: image.flip_x,
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flip_y: image.flip_y,
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camera_entity,
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border,
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border_radius,
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node_type: NodeType::Rect,
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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(crate) 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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}
|
|
|
|
pub(crate) fn resolve_border_radius(
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&values: &BorderRadius,
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node_size: Vec2,
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viewport_size: Vec2,
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ui_scale: f32,
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) -> [f32; 4] {
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let max_radius = 0.5 * node_size.min_element() * ui_scale;
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[
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values.top_left,
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values.top_right,
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values.bottom_right,
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values.bottom_left,
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]
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.map(|value| {
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match value {
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Val::Auto => 0.,
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Val::Px(px) => ui_scale * px,
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Val::Percent(percent) => node_size.min_element() * percent / 100.,
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Val::Vw(percent) => viewport_size.x * percent / 100.,
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Val::Vh(percent) => viewport_size.y * percent / 100.,
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Val::VMin(percent) => viewport_size.min_element() * percent / 100.,
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Val::VMax(percent) => viewport_size.max_element() * percent / 100.,
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}
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.clamp(0., max_radius)
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})
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}
|
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|
|
#[inline]
|
|
fn clamp_corner(r: f32, size: Vec2, offset: Vec2) -> f32 {
|
|
let s = 0.5 * size + offset;
|
|
let sm = s.x.min(s.y);
|
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r.min(sm)
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}
|
|
|
|
#[inline]
|
|
fn clamp_radius(
|
|
[top_left, top_right, bottom_right, bottom_left]: [f32; 4],
|
|
size: Vec2,
|
|
border: Vec4,
|
|
) -> [f32; 4] {
|
|
let s = size - border.xy() - border.zw();
|
|
[
|
|
clamp_corner(top_left, s, border.xy()),
|
|
clamp_corner(top_right, s, border.zy()),
|
|
clamp_corner(bottom_right, s, border.zw()),
|
|
clamp_corner(bottom_left, s, border.xw()),
|
|
]
|
|
}
|
|
|
|
pub fn extract_uinode_borders(
|
|
mut commands: Commands,
|
|
mut extracted_uinodes: ResMut<ExtractedUiNodes>,
|
|
camera_query: Extract<Query<(Entity, &Camera)>>,
|
|
default_ui_camera: Extract<DefaultUiCamera>,
|
|
ui_scale: Extract<Res<UiScale>>,
|
|
uinode_query: Extract<
|
|
Query<
|
|
(
|
|
&Node,
|
|
&GlobalTransform,
|
|
&ViewVisibility,
|
|
Option<&CalculatedClip>,
|
|
Option<&TargetCamera>,
|
|
Option<&Parent>,
|
|
&Style,
|
|
&BorderColor,
|
|
&BorderRadius,
|
|
),
|
|
Without<ContentSize>,
|
|
>,
|
|
>,
|
|
node_query: Extract<Query<&Node>>,
|
|
) {
|
|
let image = AssetId::<Image>::default();
|
|
|
|
for (
|
|
node,
|
|
global_transform,
|
|
view_visibility,
|
|
clip,
|
|
camera,
|
|
parent,
|
|
style,
|
|
border_color,
|
|
border_radius,
|
|
) in &uinode_query
|
|
{
|
|
let Some(camera_entity) = camera.map(TargetCamera::entity).or(default_ui_camera.get())
|
|
else {
|
|
continue;
|
|
};
|
|
|
|
// Skip invisible borders
|
|
if !view_visibility.get()
|
|
|| border_color.0.is_fully_transparent()
|
|
|| node.size().x <= 0.
|
|
|| node.size().y <= 0.
|
|
{
|
|
continue;
|
|
}
|
|
|
|
let ui_logical_viewport_size = camera_query
|
|
.get(camera_entity)
|
|
.ok()
|
|
.and_then(|(_, c)| c.logical_viewport_size())
|
|
.unwrap_or(Vec2::ZERO)
|
|
// The logical window resolution returned by `Window` only takes into account the window scale factor and not `UiScale`,
|
|
// so we have to divide by `UiScale` to get the size of the UI viewport.
|
|
/ ui_scale.0;
|
|
|
|
// 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| node_query.get(parent.get()).ok())
|
|
.map(|parent_node| parent_node.size().x)
|
|
.unwrap_or(ui_logical_viewport_size.x);
|
|
let left =
|
|
resolve_border_thickness(style.border.left, parent_width, ui_logical_viewport_size);
|
|
let right =
|
|
resolve_border_thickness(style.border.right, parent_width, ui_logical_viewport_size);
|
|
let top =
|
|
resolve_border_thickness(style.border.top, parent_width, ui_logical_viewport_size);
|
|
let bottom =
|
|
resolve_border_thickness(style.border.bottom, parent_width, ui_logical_viewport_size);
|
|
|
|
let border = [left, top, right, bottom];
|
|
|
|
// don't extract border if no border
|
|
if left == 0.0 && top == 0.0 && right == 0.0 && bottom == 0.0 {
|
|
continue;
|
|
}
|
|
|
|
let border_radius = resolve_border_radius(
|
|
border_radius,
|
|
node.size(),
|
|
ui_logical_viewport_size,
|
|
ui_scale.0,
|
|
);
|
|
|
|
let border_radius = clamp_radius(border_radius, node.size(), border.into());
|
|
let transform = global_transform.compute_matrix();
|
|
|
|
extracted_uinodes.uinodes.insert(
|
|
commands.spawn_empty().id(),
|
|
ExtractedUiNode {
|
|
stack_index: node.stack_index,
|
|
// This translates the uinode's transform to the center of the current border rectangle
|
|
transform,
|
|
color: border_color.0.into(),
|
|
rect: Rect {
|
|
max: node.size(),
|
|
..Default::default()
|
|
},
|
|
image,
|
|
atlas_size: None,
|
|
clip: clip.map(|clip| clip.clip),
|
|
flip_x: false,
|
|
flip_y: false,
|
|
camera_entity,
|
|
border_radius,
|
|
border,
|
|
node_type: NodeType::Border,
|
|
},
|
|
);
|
|
}
|
|
}
|
|
|
|
pub fn extract_uinode_outlines(
|
|
mut commands: Commands,
|
|
mut extracted_uinodes: ResMut<ExtractedUiNodes>,
|
|
default_ui_camera: Extract<DefaultUiCamera>,
|
|
uinode_query: Extract<
|
|
Query<(
|
|
&Node,
|
|
&GlobalTransform,
|
|
&ViewVisibility,
|
|
Option<&CalculatedClip>,
|
|
Option<&TargetCamera>,
|
|
&Outline,
|
|
)>,
|
|
>,
|
|
) {
|
|
let image = AssetId::<Image>::default();
|
|
for (node, global_transform, view_visibility, maybe_clip, camera, outline) in &uinode_query {
|
|
let Some(camera_entity) = camera.map(TargetCamera::entity).or(default_ui_camera.get())
|
|
else {
|
|
continue;
|
|
};
|
|
|
|
// Skip invisible outlines
|
|
if !view_visibility.get()
|
|
|| outline.color.is_fully_transparent()
|
|
|| node.outline_width == 0.
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Calculate the outline rects.
|
|
let inner_rect = Rect::from_center_size(Vec2::ZERO, node.size() + 2. * node.outline_offset);
|
|
let outer_rect = inner_rect.inflate(node.outline_width());
|
|
let outline_edges = [
|
|
// Left edge
|
|
Rect::new(
|
|
outer_rect.min.x,
|
|
outer_rect.min.y,
|
|
inner_rect.min.x,
|
|
outer_rect.max.y,
|
|
),
|
|
// Right edge
|
|
Rect::new(
|
|
inner_rect.max.x,
|
|
outer_rect.min.y,
|
|
outer_rect.max.x,
|
|
outer_rect.max.y,
|
|
),
|
|
// Top edge
|
|
Rect::new(
|
|
inner_rect.min.x,
|
|
outer_rect.min.y,
|
|
inner_rect.max.x,
|
|
inner_rect.min.y,
|
|
),
|
|
// Bottom edge
|
|
Rect::new(
|
|
inner_rect.min.x,
|
|
inner_rect.max.y,
|
|
inner_rect.max.x,
|
|
outer_rect.max.y,
|
|
),
|
|
];
|
|
|
|
let world_from_local = global_transform.compute_matrix();
|
|
for edge in outline_edges {
|
|
if edge.min.x < edge.max.x && edge.min.y < edge.max.y {
|
|
extracted_uinodes.uinodes.insert(
|
|
commands.spawn_empty().id(),
|
|
ExtractedUiNode {
|
|
stack_index: node.stack_index,
|
|
// This translates the uinode's transform to the center of the current border rectangle
|
|
transform: world_from_local
|
|
* Mat4::from_translation(edge.center().extend(0.)),
|
|
color: outline.color.into(),
|
|
rect: Rect {
|
|
max: edge.size(),
|
|
..Default::default()
|
|
},
|
|
image,
|
|
atlas_size: None,
|
|
clip: maybe_clip.map(|clip| clip.clip),
|
|
flip_x: false,
|
|
flip_y: false,
|
|
camera_entity,
|
|
border: [0.; 4],
|
|
border_radius: [0.; 4],
|
|
node_type: NodeType::Rect,
|
|
},
|
|
);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// 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);
|
|
|
|
/// Extracts all UI elements associated with a camera into the render world.
|
|
pub fn extract_default_ui_camera_view(
|
|
mut commands: Commands,
|
|
mut transparent_render_phases: ResMut<ViewSortedRenderPhases<TransparentUi>>,
|
|
ui_scale: Extract<Res<UiScale>>,
|
|
query: Extract<Query<(Entity, &Camera), Or<(With<Camera2d>, With<Camera3d>)>>>,
|
|
mut live_entities: Local<EntityHashSet>,
|
|
) {
|
|
live_entities.clear();
|
|
|
|
let scale = ui_scale.0.recip();
|
|
for (entity, camera) in &query {
|
|
// ignore inactive cameras
|
|
if !camera.is_active {
|
|
continue;
|
|
}
|
|
|
|
if let (
|
|
Some(logical_size),
|
|
Some(URect {
|
|
min: 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 * scale,
|
|
logical_size.y * scale,
|
|
0.0,
|
|
0.0,
|
|
UI_CAMERA_FAR,
|
|
);
|
|
let default_camera_view = commands
|
|
.spawn(ExtractedView {
|
|
clip_from_view: projection_matrix,
|
|
world_from_view: GlobalTransform::from_xyz(
|
|
0.0,
|
|
0.0,
|
|
UI_CAMERA_FAR + UI_CAMERA_TRANSFORM_OFFSET,
|
|
),
|
|
clip_from_world: 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));
|
|
transparent_render_phases.insert_or_clear(entity);
|
|
|
|
live_entities.insert(entity);
|
|
}
|
|
}
|
|
|
|
transparent_render_phases.retain(|entity, _| live_entities.contains(entity));
|
|
}
|
|
|
|
#[cfg(feature = "bevy_text")]
|
|
pub fn extract_uinode_text(
|
|
mut commands: Commands,
|
|
mut extracted_uinodes: ResMut<ExtractedUiNodes>,
|
|
camera_query: Extract<Query<(Entity, &Camera)>>,
|
|
default_ui_camera: Extract<DefaultUiCamera>,
|
|
texture_atlases: Extract<Res<Assets<TextureAtlasLayout>>>,
|
|
ui_scale: Extract<Res<UiScale>>,
|
|
uinode_query: Extract<
|
|
Query<(
|
|
&Node,
|
|
&GlobalTransform,
|
|
&ViewVisibility,
|
|
Option<&CalculatedClip>,
|
|
Option<&TargetCamera>,
|
|
&Text,
|
|
&TextLayoutInfo,
|
|
)>,
|
|
>,
|
|
) {
|
|
for (uinode, global_transform, view_visibility, clip, camera, text, text_layout_info) in
|
|
&uinode_query
|
|
{
|
|
let Some(camera_entity) = camera.map(TargetCamera::entity).or(default_ui_camera.get())
|
|
else {
|
|
continue;
|
|
};
|
|
|
|
// Skip if not visible or if size is set to zero (e.g. when a parent is set to `Display::None`)
|
|
if !view_visibility.get() || uinode.size().x == 0. || uinode.size().y == 0. {
|
|
continue;
|
|
}
|
|
|
|
let scale_factor = camera_query
|
|
.get(camera_entity)
|
|
.ok()
|
|
.and_then(|(_, c)| c.target_scaling_factor())
|
|
.unwrap_or(1.0)
|
|
* ui_scale.0;
|
|
let inverse_scale_factor = scale_factor.recip();
|
|
|
|
// Align the text to the nearest physical pixel:
|
|
// * Translate by minus the text node's half-size
|
|
// (The transform translates to the center of the node but the text coordinates are relative to the node's top left corner)
|
|
// * Multiply the logical coordinates by the scale factor to get its position in physical coordinates
|
|
// * Round the physical position to the nearest physical pixel
|
|
// * Multiply by the rounded physical position by the inverse scale factor to return to logical coordinates
|
|
|
|
let logical_top_left = -0.5 * uinode.size();
|
|
|
|
let mut transform = global_transform.affine()
|
|
* bevy_math::Affine3A::from_translation(logical_top_left.extend(0.));
|
|
|
|
transform.translation *= scale_factor;
|
|
transform.translation = transform.translation.round();
|
|
transform.translation *= inverse_scale_factor;
|
|
|
|
let mut color = LinearRgba::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 = LinearRgba::from(text.sections[*section_index].style.color);
|
|
current_section = *section_index;
|
|
}
|
|
let atlas = texture_atlases.get(&atlas_info.texture_atlas).unwrap();
|
|
|
|
let mut rect = atlas.textures[atlas_info.glyph_index].as_rect();
|
|
rect.min *= inverse_scale_factor;
|
|
rect.max *= inverse_scale_factor;
|
|
extracted_uinodes.uinodes.insert(
|
|
commands.spawn_empty().id(),
|
|
ExtractedUiNode {
|
|
stack_index: uinode.stack_index,
|
|
transform: transform
|
|
* Mat4::from_translation(position.extend(0.) * inverse_scale_factor),
|
|
color,
|
|
rect,
|
|
image: atlas_info.texture.id(),
|
|
atlas_size: Some(atlas.size.as_vec2() * inverse_scale_factor),
|
|
clip: clip.map(|clip| clip.clip),
|
|
flip_x: false,
|
|
flip_y: false,
|
|
camera_entity,
|
|
border: [0.; 4],
|
|
border_radius: [0.; 4],
|
|
node_type: NodeType::Rect,
|
|
},
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
#[repr(C)]
|
|
#[derive(Copy, Clone, Pod, Zeroable)]
|
|
struct UiVertex {
|
|
pub position: [f32; 3],
|
|
pub uv: [f32; 2],
|
|
pub color: [f32; 4],
|
|
/// Shader flags to determine how to render the UI node.
|
|
/// See [`shader_flags`] for possible values.
|
|
pub flags: u32,
|
|
/// Border radius of the UI node.
|
|
/// Ordering: top left, top right, bottom right, bottom left.
|
|
pub radius: [f32; 4],
|
|
/// Border thickness of the UI node.
|
|
/// Ordering: left, top, right, bottom.
|
|
pub border: [f32; 4],
|
|
/// Size of the UI node.
|
|
pub size: [f32; 2],
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
pub struct UiMeta {
|
|
vertices: RawBufferVec<UiVertex>,
|
|
indices: RawBufferVec<u32>,
|
|
view_bind_group: Option<BindGroup>,
|
|
}
|
|
|
|
impl Default for UiMeta {
|
|
fn default() -> Self {
|
|
Self {
|
|
vertices: RawBufferVec::new(BufferUsages::VERTEX),
|
|
indices: RawBufferVec::new(BufferUsages::INDEX),
|
|
view_bind_group: None,
|
|
}
|
|
}
|
|
}
|
|
|
|
pub(crate) 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),
|
|
];
|
|
|
|
pub(crate) const QUAD_INDICES: [usize; 6] = [0, 2, 3, 0, 1, 2];
|
|
|
|
#[derive(Component)]
|
|
pub struct UiBatch {
|
|
pub range: Range<u32>,
|
|
pub image: AssetId<Image>,
|
|
pub camera: Entity,
|
|
}
|
|
|
|
/// The values here should match the values for the constants in `ui.wgsl`
|
|
pub mod shader_flags {
|
|
pub const UNTEXTURED: u32 = 0;
|
|
pub const TEXTURED: u32 = 1;
|
|
/// Ordering: top left, top right, bottom right, bottom left.
|
|
pub const CORNERS: [u32; 4] = [0, 2, 2 | 4, 4];
|
|
pub const BORDER: u32 = 8;
|
|
}
|
|
|
|
#[allow(clippy::too_many_arguments)]
|
|
pub fn queue_uinodes(
|
|
extracted_uinodes: Res<ExtractedUiNodes>,
|
|
ui_pipeline: Res<UiPipeline>,
|
|
mut pipelines: ResMut<SpecializedRenderPipelines<UiPipeline>>,
|
|
mut transparent_render_phases: ResMut<ViewSortedRenderPhases<TransparentUi>>,
|
|
mut views: Query<(Entity, &ExtractedView)>,
|
|
pipeline_cache: Res<PipelineCache>,
|
|
draw_functions: Res<DrawFunctions<TransparentUi>>,
|
|
) {
|
|
let draw_function = draw_functions.read().id::<DrawUi>();
|
|
for (entity, extracted_uinode) in extracted_uinodes.uinodes.iter() {
|
|
let Ok((view_entity, view)) = views.get_mut(extracted_uinode.camera_entity) else {
|
|
continue;
|
|
};
|
|
|
|
let Some(transparent_phase) = transparent_render_phases.get_mut(&view_entity) else {
|
|
continue;
|
|
};
|
|
|
|
let pipeline = pipelines.specialize(
|
|
&pipeline_cache,
|
|
&ui_pipeline,
|
|
UiPipelineKey { hdr: view.hdr },
|
|
);
|
|
transparent_phase.add(TransparentUi {
|
|
draw_function,
|
|
pipeline,
|
|
entity: *entity,
|
|
sort_key: (
|
|
FloatOrd(extracted_uinode.stack_index as f32),
|
|
entity.index(),
|
|
),
|
|
// batch_range will be calculated in prepare_uinodes
|
|
batch_range: 0..0,
|
|
extra_index: PhaseItemExtraIndex::NONE,
|
|
});
|
|
}
|
|
}
|
|
|
|
#[derive(Resource, Default)]
|
|
pub struct UiImageBindGroups {
|
|
pub values: HashMap<AssetId<Image>, BindGroup>,
|
|
}
|
|
|
|
#[allow(clippy::too_many_arguments)]
|
|
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>,
|
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view_uniforms: Res<ViewUniforms>,
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ui_pipeline: Res<UiPipeline>,
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mut image_bind_groups: ResMut<UiImageBindGroups>,
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gpu_images: Res<RenderAssets<GpuImage>>,
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mut phases: ResMut<ViewSortedRenderPhases<TransparentUi>>,
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events: Res<SpriteAssetEvents>,
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mut previous_len: Local<usize>,
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) {
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// If an image has changed, the GpuImage has (probably) changed
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for event in &events.images {
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match event {
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AssetEvent::Added { .. } |
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AssetEvent::Unused { .. } |
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// Images don't have dependencies
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AssetEvent::LoadedWithDependencies { .. } => {}
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AssetEvent::Modified { id } | AssetEvent::Removed { id } => {
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image_bind_groups.values.remove(id);
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}
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};
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}
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|
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if let Some(view_binding) = view_uniforms.uniforms.binding() {
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let mut batches: Vec<(Entity, UiBatch)> = Vec::with_capacity(*previous_len);
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ui_meta.vertices.clear();
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ui_meta.indices.clear();
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ui_meta.view_bind_group = Some(render_device.create_bind_group(
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"ui_view_bind_group",
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&ui_pipeline.view_layout,
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&BindGroupEntries::single(view_binding),
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));
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|
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// Buffer indexes
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let mut vertices_index = 0;
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let mut indices_index = 0;
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|
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for ui_phase in phases.values_mut() {
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let mut batch_item_index = 0;
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let mut batch_image_handle = AssetId::invalid();
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for item_index in 0..ui_phase.items.len() {
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let item = &mut ui_phase.items[item_index];
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if let Some(extracted_uinode) = extracted_uinodes.uinodes.get(&item.entity) {
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let mut existing_batch = batches.last_mut();
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|
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if batch_image_handle == AssetId::invalid()
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|| existing_batch.is_none()
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|| (batch_image_handle != AssetId::default()
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&& extracted_uinode.image != AssetId::default()
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&& batch_image_handle != extracted_uinode.image)
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|| existing_batch.as_ref().map(|(_, b)| b.camera)
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!= Some(extracted_uinode.camera_entity)
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{
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if let Some(gpu_image) = gpu_images.get(extracted_uinode.image) {
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batch_item_index = item_index;
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batch_image_handle = extracted_uinode.image;
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|
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let new_batch = UiBatch {
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range: vertices_index..vertices_index,
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image: extracted_uinode.image,
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camera: extracted_uinode.camera_entity,
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};
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|
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batches.push((item.entity, new_batch));
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|
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image_bind_groups
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.values
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.entry(batch_image_handle)
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.or_insert_with(|| {
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render_device.create_bind_group(
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"ui_material_bind_group",
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&ui_pipeline.image_layout,
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&BindGroupEntries::sequential((
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&gpu_image.texture_view,
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&gpu_image.sampler,
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)),
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)
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});
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|
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existing_batch = batches.last_mut();
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} else {
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continue;
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}
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} else if batch_image_handle == AssetId::default()
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&& extracted_uinode.image != AssetId::default()
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{
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if let Some(gpu_image) = gpu_images.get(extracted_uinode.image) {
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batch_image_handle = extracted_uinode.image;
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existing_batch.as_mut().unwrap().1.image = extracted_uinode.image;
|
|
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image_bind_groups
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.values
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.entry(batch_image_handle)
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.or_insert_with(|| {
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render_device.create_bind_group(
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"ui_material_bind_group",
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&ui_pipeline.image_layout,
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&BindGroupEntries::sequential((
|
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&gpu_image.texture_view,
|
|
&gpu_image.sampler,
|
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)),
|
|
)
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|
});
|
|
} else {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
let mut flags = if extracted_uinode.image != AssetId::default() {
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shader_flags::TEXTURED
|
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} else {
|
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shader_flags::UNTEXTURED
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|
};
|
|
|
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let mut uinode_rect = extracted_uinode.rect;
|
|
|
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let rect_size = uinode_rect.size().extend(1.0);
|
|
|
|
// Specify the corners of the node
|
|
let positions = QUAD_VERTEX_POSITIONS.map(|pos| {
|
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(extracted_uinode.transform * (pos * rect_size).extend(1.)).xyz()
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});
|
|
|
|
// 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 {
|
|
[
|
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Vec2::new(
|
|
f32::max(clip.min.x - positions[0].x, 0.),
|
|
f32::max(clip.min.y - positions[0].y, 0.),
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|
),
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|
Vec2::new(
|
|
f32::min(clip.max.x - positions[1].x, 0.),
|
|
f32::max(clip.min.y - positions[1].y, 0.),
|
|
),
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|
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 flags == shader_flags::UNTEXTURED {
|
|
[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.to_f32_array();
|
|
if extracted_uinode.node_type == NodeType::Border {
|
|
flags |= shader_flags::BORDER;
|
|
}
|
|
|
|
for i in 0..4 {
|
|
ui_meta.vertices.push(UiVertex {
|
|
position: positions_clipped[i].into(),
|
|
uv: uvs[i].into(),
|
|
color,
|
|
flags: flags | shader_flags::CORNERS[i],
|
|
radius: extracted_uinode.border_radius,
|
|
border: extracted_uinode.border,
|
|
size: rect_size.xy().into(),
|
|
});
|
|
}
|
|
|
|
for &i in &QUAD_INDICES {
|
|
ui_meta.indices.push(indices_index + i as u32);
|
|
}
|
|
|
|
vertices_index += 6;
|
|
indices_index += 4;
|
|
|
|
existing_batch.unwrap().1.range.end = vertices_index;
|
|
ui_phase.items[batch_item_index].batch_range_mut().end += 1;
|
|
} else {
|
|
batch_image_handle = AssetId::invalid();
|
|
}
|
|
}
|
|
}
|
|
ui_meta.vertices.write_buffer(&render_device, &render_queue);
|
|
ui_meta.indices.write_buffer(&render_device, &render_queue);
|
|
*previous_len = batches.len();
|
|
commands.insert_or_spawn_batch(batches);
|
|
}
|
|
extracted_uinodes.uinodes.clear();
|
|
}
|