bevy/crates/bevy_ui/src/render/mod.rs
Daniel McNab 7b2cf98896 Make RenderStage::Extract run on the render world (#4402)
# Objective

- Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource.
- However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource.
- This meant that effectively only one extract which wrote to resources could run at a time.
- We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that.

## Solution

- Move the extract stage to run on the render world.
- Add the main world as a `MainWorld` resource.
- Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`.

## Future work

It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on.
We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519
It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too.

## Todo
I still need to add doc comments to `Extract`.

---

## Changelog

### Changed
- The `Extract` `RenderStage` now runs on the render world (instead of the main world as before).
   You must use the `Extract` `SystemParam` to access the main world during the extract phase.
   Resources on the render world can now be accessed using `ResMut` during extract.

### Removed
- `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead

## Migration Guide

The `Extract` `RenderStage` now runs on the render world (instead of the main world as before).
You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it.

For example, if previously your extract system looked like:
```rust
fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) {
    for cloud in clouds.iter() {
        commands.get_or_spawn(cloud).insert(Cloud);
    }
}
```
the new version would be:
```rust
fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) {
    for cloud in clouds.value().iter() {
        commands.get_or_spawn(cloud).insert(Cloud);
    }
}
```
The diff is:
```diff
--- a/src/clouds.rs
+++ b/src/clouds.rs
@@ -1,5 +1,5 @@
-fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) {
-    for cloud in clouds.iter() {
+fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) {
+    for cloud in clouds.value().iter() {
         commands.get_or_spawn(cloud).insert(Cloud);
     }
 }
```
You can now also access resources from the render world using the normal system parameters during `Extract`:
```rust
fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) {
     *render_assets = source_assets.clone();
}
```
Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-08 23:56:33 +00:00

563 lines
19 KiB
Rust

mod pipeline;
mod render_pass;
use bevy_core_pipeline::{core_2d::Camera2d, core_3d::Camera3d};
pub use pipeline::*;
pub use render_pass::*;
use crate::{prelude::UiCameraConfig, CalculatedClip, Node, UiColor, UiImage};
use bevy_app::prelude::*;
use bevy_asset::{load_internal_asset, AssetEvent, Assets, Handle, HandleUntyped};
use bevy_ecs::prelude::*;
use bevy_math::{Mat4, Vec2, Vec3, Vec4Swizzles};
use bevy_reflect::TypeUuid;
use bevy_render::{
camera::{Camera, CameraProjection, DepthCalculation, OrthographicProjection, WindowOrigin},
color::Color,
render_asset::RenderAssets,
render_graph::{RenderGraph, RunGraphOnViewNode, SlotInfo, SlotType},
render_phase::{sort_phase_system, AddRenderCommand, DrawFunctions, RenderPhase},
render_resource::*,
renderer::{RenderDevice, RenderQueue},
texture::Image,
view::{ExtractedView, ViewUniforms, Visibility},
Extract, RenderApp, RenderStage,
};
use bevy_sprite::{Rect, SpriteAssetEvents, TextureAtlas};
use bevy_text::{DefaultTextPipeline, Text};
use bevy_transform::components::GlobalTransform;
use bevy_utils::FloatOrd;
use bevy_utils::HashMap;
use bevy_window::{WindowId, Windows};
use bytemuck::{Pod, Zeroable};
use std::ops::Range;
pub mod node {
pub const UI_PASS_DRIVER: &str = "ui_pass_driver";
}
pub mod draw_ui_graph {
pub const NAME: &str = "draw_ui";
pub mod input {
pub const VIEW_ENTITY: &str = "view_entity";
}
pub mod node {
pub const UI_PASS: &str = "ui_pass";
}
}
pub const UI_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 13012847047162779583);
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
pub enum RenderUiSystem {
ExtractNode,
}
pub fn build_ui_render(app: &mut App) {
load_internal_asset!(app, UI_SHADER_HANDLE, "ui.wgsl", Shader::from_wgsl);
let render_app = match app.get_sub_app_mut(RenderApp) {
Ok(render_app) => render_app,
Err(_) => return,
};
render_app
.init_resource::<UiPipeline>()
.init_resource::<SpecializedRenderPipelines<UiPipeline>>()
.init_resource::<UiImageBindGroups>()
.init_resource::<UiMeta>()
.init_resource::<ExtractedUiNodes>()
.init_resource::<DrawFunctions<TransparentUi>>()
.add_render_command::<TransparentUi, DrawUi>()
.add_system_to_stage(
RenderStage::Extract,
extract_default_ui_camera_view::<Camera2d>,
)
.add_system_to_stage(
RenderStage::Extract,
extract_default_ui_camera_view::<Camera3d>,
)
.add_system_to_stage(
RenderStage::Extract,
extract_uinodes.label(RenderUiSystem::ExtractNode),
)
.add_system_to_stage(
RenderStage::Extract,
extract_text_uinodes.after(RenderUiSystem::ExtractNode),
)
.add_system_to_stage(RenderStage::Prepare, prepare_uinodes)
.add_system_to_stage(RenderStage::Queue, queue_uinodes)
.add_system_to_stage(RenderStage::PhaseSort, sort_phase_system::<TransparentUi>);
// 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,
)
.unwrap();
graph_2d
.add_slot_edge(
graph_2d.input_node().unwrap().id,
bevy_core_pipeline::core_2d::graph::input::VIEW_ENTITY,
draw_ui_graph::node::UI_PASS,
RunGraphOnViewNode::IN_VIEW,
)
.unwrap();
}
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::MAIN_PASS,
draw_ui_graph::node::UI_PASS,
)
.unwrap();
graph_3d
.add_slot_edge(
graph_3d.input_node().unwrap().id,
bevy_core_pipeline::core_3d::graph::input::VIEW_ENTITY,
draw_ui_graph::node::UI_PASS,
RunGraphOnViewNode::IN_VIEW,
)
.unwrap();
}
}
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);
let input_node_id = ui_graph.set_input(vec![SlotInfo::new(
draw_ui_graph::input::VIEW_ENTITY,
SlotType::Entity,
)]);
ui_graph
.add_slot_edge(
input_node_id,
draw_ui_graph::input::VIEW_ENTITY,
draw_ui_graph::node::UI_PASS,
UiPassNode::IN_VIEW,
)
.unwrap();
ui_graph
}
pub struct ExtractedUiNode {
pub transform: Mat4,
pub color: Color,
pub rect: Rect,
pub image: Handle<Image>,
pub atlas_size: Option<Vec2>,
pub clip: Option<Rect>,
}
#[derive(Default)]
pub struct ExtractedUiNodes {
pub uinodes: Vec<ExtractedUiNode>,
}
pub fn extract_uinodes(
mut extracted_uinodes: ResMut<ExtractedUiNodes>,
images: Extract<Res<Assets<Image>>>,
uinode_query: Extract<
Query<(
&Node,
&GlobalTransform,
&UiColor,
&UiImage,
&Visibility,
Option<&CalculatedClip>,
)>,
>,
) {
extracted_uinodes.uinodes.clear();
for (uinode, transform, color, image, visibility, clip) in uinode_query.iter() {
if !visibility.is_visible {
continue;
}
let image = image.0.clone_weak();
// Skip loading images
if !images.contains(&image) {
continue;
}
extracted_uinodes.uinodes.push(ExtractedUiNode {
transform: transform.compute_matrix(),
color: color.0,
rect: bevy_sprite::Rect {
min: Vec2::ZERO,
max: uinode.size,
},
image,
atlas_size: None,
clip: clip.map(|clip| clip.clip),
});
}
}
/// 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.iter() {
// ignore cameras with disabled ui
if matches!(camera_ui, Some(&UiCameraConfig { show_ui: false, .. })) {
continue;
}
if let (Some(logical_size), Some(physical_size)) = (
camera.logical_viewport_size(),
camera.physical_viewport_size(),
) {
let mut projection = OrthographicProjection {
far: UI_CAMERA_FAR,
window_origin: WindowOrigin::BottomLeft,
depth_calculation: DepthCalculation::ZDifference,
..Default::default()
};
projection.update(logical_size.x, logical_size.y);
let default_camera_view = commands
.spawn()
.insert(ExtractedView {
projection: projection.get_projection_matrix(),
transform: GlobalTransform::from_xyz(
0.0,
0.0,
UI_CAMERA_FAR + UI_CAMERA_TRANSFORM_OFFSET,
),
width: physical_size.x,
height: physical_size.y,
})
.id();
commands.get_or_spawn(entity).insert_bundle((
DefaultCameraView(default_camera_view),
RenderPhase::<TransparentUi>::default(),
));
}
}
}
pub fn extract_text_uinodes(
mut extracted_uinodes: ResMut<ExtractedUiNodes>,
texture_atlases: Extract<Res<Assets<TextureAtlas>>>,
text_pipeline: Extract<Res<DefaultTextPipeline>>,
windows: Extract<Res<Windows>>,
uinode_query: Extract<
Query<(
Entity,
&Node,
&GlobalTransform,
&Text,
&Visibility,
Option<&CalculatedClip>,
)>,
>,
) {
let scale_factor = windows.scale_factor(WindowId::primary()) as f32;
for (entity, uinode, transform, text, visibility, clip) in uinode_query.iter() {
if !visibility.is_visible {
continue;
}
// Skip if size is set to zero (e.g. when a parent is set to `Display::None`)
if uinode.size == Vec2::ZERO {
continue;
}
if let Some(text_layout) = text_pipeline.get_glyphs(&entity) {
let text_glyphs = &text_layout.glyphs;
let alignment_offset = (uinode.size / -2.0).extend(0.0);
for text_glyph in text_glyphs {
let color = text.sections[text_glyph.section_index].style.color;
let atlas = texture_atlases
.get(&text_glyph.atlas_info.texture_atlas)
.unwrap();
let texture = atlas.texture.clone_weak();
let index = text_glyph.atlas_info.glyph_index as usize;
let rect = atlas.textures[index];
let atlas_size = Some(atlas.size);
let transform =
Mat4::from_rotation_translation(transform.rotation, transform.translation)
* Mat4::from_scale(transform.scale / scale_factor)
* Mat4::from_translation(
alignment_offset * scale_factor + text_glyph.position.extend(0.),
);
extracted_uinodes.uinodes.push(ExtractedUiNode {
transform,
color,
rect,
image: texture,
atlas_size,
clip: clip.map(|clip| clip.clip),
});
}
}
}
}
#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable)]
struct UiVertex {
pub position: [f32; 3],
pub uv: [f32; 2],
pub color: [f32; 4],
}
pub struct UiMeta {
vertices: BufferVec<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,
}
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 increasing z for correct transparency
extracted_uinodes
.uinodes
.sort_by(|a, b| FloatOrd(a.transform.w_axis[2]).cmp(&FloatOrd(b.transform.w_axis[2])));
let mut start = 0;
let mut end = 0;
let mut current_batch_handle = Default::default();
let mut last_z = 0.0;
for extracted_uinode in &extracted_uinodes.uinodes {
if current_batch_handle != extracted_uinode.image {
if start != end {
commands.spawn_bundle((UiBatch {
range: start..end,
image: current_batch_handle,
z: last_z,
},));
start = end;
}
current_batch_handle = extracted_uinode.image.clone_weak();
}
let uinode_rect = extracted_uinode.rect;
let rect_size = uinode_rect.size().extend(1.0);
// Specify the corners of the node
let positions = QUAD_VERTEX_POSITIONS
.map(|pos| (extracted_uinode.transform * (pos * rect_size).extend(1.)).xyz());
// Calculate the effect of clipping
// Note: this won't work with rotation/scaling, but that's much more complex (may need more that 2 quads)
let positions_diff = if let Some(clip) = extracted_uinode.clip {
[
Vec2::new(
f32::max(clip.min.x - positions[0].x, 0.),
f32::max(clip.min.y - positions[0].y, 0.),
),
Vec2::new(
f32::min(clip.max.x - positions[1].x, 0.),
f32::max(clip.min.y - positions[1].y, 0.),
),
Vec2::new(
f32::min(clip.max.x - positions[2].x, 0.),
f32::min(clip.max.y - positions[2].y, 0.),
),
Vec2::new(
f32::max(clip.min.x - positions[3].x, 0.),
f32::min(clip.max.y - positions[3].y, 0.),
),
]
} else {
[Vec2::ZERO; 4]
};
let positions_clipped = [
positions[0] + positions_diff[0].extend(0.),
positions[1] + positions_diff[1].extend(0.),
positions[2] + positions_diff[2].extend(0.),
positions[3] + positions_diff[3].extend(0.),
];
let transformed_rect_size = extracted_uinode.transform.transform_vector3(rect_size);
// 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;
}
// Clip UVs (Note: y is reversed in UV space)
let atlas_extent = extracted_uinode.atlas_size.unwrap_or(uinode_rect.max);
let uvs = [
Vec2::new(
uinode_rect.min.x + positions_diff[0].x,
uinode_rect.max.y - positions_diff[0].y,
),
Vec2::new(
uinode_rect.max.x + positions_diff[1].x,
uinode_rect.max.y - positions_diff[1].y,
),
Vec2::new(
uinode_rect.max.x + positions_diff[2].x,
uinode_rect.min.y - positions_diff[2].y,
),
Vec2::new(
uinode_rect.min.x + positions_diff[3].x,
uinode_rect.min.y - positions_diff[3].y,
),
]
.map(|pos| pos / atlas_extent);
for i in QUAD_INDICES {
ui_meta.vertices.push(UiVertex {
position: positions_clipped[i].into(),
uv: uvs[i].into(),
color: extracted_uinode.color.as_linear_rgba_f32(),
});
}
last_z = extracted_uinode.transform.w_axis[2];
end += QUAD_INDICES.len() as u32;
}
// if start != end, there is one last batch to process
if start != end {
commands.spawn_bundle((UiBatch {
range: start..end,
image: current_batch_handle,
z: last_z,
},));
}
ui_meta.vertices.write_buffer(&render_device, &render_queue);
}
#[derive(Default)]
pub struct UiImageBindGroups {
pub values: HashMap<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>>,
mut pipeline_cache: ResMut<PipelineCache>,
mut image_bind_groups: ResMut<UiImageBindGroups>,
gpu_images: Res<RenderAssets<Image>>,
ui_batches: Query<(Entity, &UiBatch)>,
mut views: Query<&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().get_id::<DrawUi>().unwrap();
let pipeline = pipelines.specialize(&mut pipeline_cache, &ui_pipeline, UiPipelineKey {});
for mut transparent_phase in views.iter_mut() {
for (entity, batch) in ui_batches.iter() {
image_bind_groups
.values
.entry(batch.image.clone_weak())
.or_insert_with(|| {
let gpu_image = gpu_images.get(&batch.image).unwrap();
render_device.create_bind_group(&BindGroupDescriptor {
entries: &[
BindGroupEntry {
binding: 0,
resource: BindingResource::TextureView(&gpu_image.texture_view),
},
BindGroupEntry {
binding: 1,
resource: BindingResource::Sampler(&gpu_image.sampler),
},
],
label: Some("ui_material_bind_group"),
layout: &ui_pipeline.image_layout,
})
});
transparent_phase.add(TransparentUi {
draw_function: draw_ui_function,
pipeline,
entity,
sort_key: FloatOrd(batch.z),
});
}
}
}
}