bevy/crates/bevy_ui/src/render/mod.rs
François 59d98de194
naming coherence for cameras (#995)
naming coherence for cameras
2020-12-03 13:46:15 -08:00

159 lines
5.4 KiB
Rust

use crate::Node;
use bevy_asset::{Assets, Handle};
use bevy_ecs::Resources;
use bevy_reflect::TypeUuid;
use bevy_render::{
camera::ActiveCameras,
pass::{
LoadOp, Operations, PassDescriptor, RenderPassDepthStencilAttachmentDescriptor,
TextureAttachment,
},
pipeline::*,
prelude::Msaa,
render_graph::{
base, CameraNode, PassNode, RenderGraph, RenderResourcesNode, WindowSwapChainNode,
WindowTextureNode,
},
shader::{Shader, ShaderStage, ShaderStages},
texture::TextureFormat,
};
pub const UI_PIPELINE_HANDLE: Handle<PipelineDescriptor> =
Handle::weak_from_u64(PipelineDescriptor::TYPE_UUID, 3234320022263993878);
pub fn build_ui_pipeline(shaders: &mut Assets<Shader>) -> PipelineDescriptor {
PipelineDescriptor {
rasterization_state: Some(RasterizationStateDescriptor {
front_face: FrontFace::Ccw,
cull_mode: CullMode::Back,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
clamp_depth: false,
}),
depth_stencil_state: Some(DepthStencilStateDescriptor {
format: TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: CompareFunction::Less,
stencil: StencilStateDescriptor {
front: StencilStateFaceDescriptor::IGNORE,
back: StencilStateFaceDescriptor::IGNORE,
read_mask: 0,
write_mask: 0,
},
}),
color_states: vec![ColorStateDescriptor {
format: TextureFormat::default(),
color_blend: BlendDescriptor {
src_factor: BlendFactor::SrcAlpha,
dst_factor: BlendFactor::OneMinusSrcAlpha,
operation: BlendOperation::Add,
},
alpha_blend: BlendDescriptor {
src_factor: BlendFactor::One,
dst_factor: BlendFactor::One,
operation: BlendOperation::Add,
},
write_mask: ColorWrite::ALL,
}],
..PipelineDescriptor::new(ShaderStages {
vertex: shaders.add(Shader::from_glsl(
ShaderStage::Vertex,
include_str!("ui.vert"),
)),
fragment: Some(shaders.add(Shader::from_glsl(
ShaderStage::Fragment,
include_str!("ui.frag"),
))),
})
}
}
pub mod node {
pub const CAMERA_UI: &str = "camera_ui";
pub const NODE: &str = "node";
pub const UI_PASS: &str = "ui_pass";
}
pub mod camera {
pub const CAMERA_UI: &str = "CameraUi";
}
pub trait UiRenderGraphBuilder {
fn add_ui_graph(&mut self, resources: &Resources) -> &mut Self;
}
impl UiRenderGraphBuilder for RenderGraph {
fn add_ui_graph(&mut self, resources: &Resources) -> &mut Self {
let mut pipelines = resources.get_mut::<Assets<PipelineDescriptor>>().unwrap();
let mut shaders = resources.get_mut::<Assets<Shader>>().unwrap();
let msaa = resources.get::<Msaa>().unwrap();
pipelines.set_untracked(UI_PIPELINE_HANDLE, build_ui_pipeline(&mut shaders));
let mut ui_pass_node = PassNode::<&Node>::new(PassDescriptor {
color_attachments: vec![msaa.color_attachment_descriptor(
TextureAttachment::Input("color_attachment".to_string()),
TextureAttachment::Input("color_resolve_target".to_string()),
Operations {
load: LoadOp::Load,
store: true,
},
)],
depth_stencil_attachment: Some(RenderPassDepthStencilAttachmentDescriptor {
attachment: TextureAttachment::Input("depth".to_string()),
depth_ops: Some(Operations {
load: LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}),
sample_count: msaa.samples,
});
ui_pass_node.add_camera(camera::CAMERA_UI);
self.add_node(node::UI_PASS, ui_pass_node);
self.add_slot_edge(
base::node::PRIMARY_SWAP_CHAIN,
WindowSwapChainNode::OUT_TEXTURE,
node::UI_PASS,
if msaa.samples > 1 {
"color_resolve_target"
} else {
"color_attachment"
},
)
.unwrap();
self.add_slot_edge(
base::node::MAIN_DEPTH_TEXTURE,
WindowTextureNode::OUT_TEXTURE,
node::UI_PASS,
"depth",
)
.unwrap();
if msaa.samples > 1 {
self.add_slot_edge(
base::node::MAIN_SAMPLED_COLOR_ATTACHMENT,
WindowSwapChainNode::OUT_TEXTURE,
node::UI_PASS,
"color_attachment",
)
.unwrap();
}
// ensure ui pass runs after main pass
self.add_node_edge(base::node::MAIN_PASS, node::UI_PASS)
.unwrap();
// setup ui camera
self.add_system_node(node::CAMERA_UI, CameraNode::new(camera::CAMERA_UI));
self.add_node_edge(node::CAMERA_UI, node::UI_PASS).unwrap();
self.add_system_node(node::NODE, RenderResourcesNode::<Node>::new(true));
self.add_node_edge(node::NODE, node::UI_PASS).unwrap();
let mut active_cameras = resources.get_mut::<ActiveCameras>().unwrap();
active_cameras.add(camera::CAMERA_UI);
self
}
}