mirror of
https://github.com/bevyengine/bevy
synced 2024-12-25 12:33:07 +00:00
d44e86507f
# Objective - shaders defs can now have a `bool` or `int` value - `#if SHADER_DEF <operator> 3` - ok if `SHADER_DEF` is defined, has the correct type and pass the comparison - `==`, `!=`, `>=`, `>`, `<`, `<=` supported - `#SHADER_DEF` or `#{SHADER_DEF}` - will be replaced by the value in the shader code --- ## Migration Guide - replace `shader_defs.push(String::from("NAME"));` by `shader_defs.push("NAME".into());` - if you used shader def `NO_STORAGE_BUFFERS_SUPPORT`, check how `AVAILABLE_STORAGE_BUFFER_BINDINGS` is now used in Bevy default shaders
758 lines
27 KiB
Rust
758 lines
27 KiB
Rust
use std::cmp::Ordering;
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use crate::{
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texture_atlas::{TextureAtlas, TextureAtlasSprite},
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Sprite, SPRITE_SHADER_HANDLE,
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};
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use bevy_asset::{AssetEvent, Assets, Handle, HandleId};
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use bevy_core_pipeline::{core_2d::Transparent2d, tonemapping::Tonemapping};
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use bevy_ecs::{
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prelude::*,
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system::{lifetimeless::*, SystemParamItem, SystemState},
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};
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use bevy_math::{Rect, Vec2};
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use bevy_reflect::Uuid;
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use bevy_render::{
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color::Color,
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render_asset::RenderAssets,
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render_phase::{
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BatchedPhaseItem, DrawFunctions, EntityRenderCommand, RenderCommand, RenderCommandResult,
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RenderPhase, SetItemPipeline, TrackedRenderPass,
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},
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render_resource::*,
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renderer::{RenderDevice, RenderQueue},
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texture::{
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BevyDefault, DefaultImageSampler, GpuImage, Image, ImageSampler, TextureFormatPixelInfo,
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},
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view::{
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ComputedVisibility, ExtractedView, Msaa, ViewTarget, ViewUniform, ViewUniformOffset,
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ViewUniforms, VisibleEntities,
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},
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Extract,
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};
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use bevy_transform::components::GlobalTransform;
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use bevy_utils::FloatOrd;
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use bevy_utils::HashMap;
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use bytemuck::{Pod, Zeroable};
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use fixedbitset::FixedBitSet;
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#[derive(Resource)]
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pub struct SpritePipeline {
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view_layout: BindGroupLayout,
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material_layout: BindGroupLayout,
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pub dummy_white_gpu_image: GpuImage,
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}
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impl FromWorld for SpritePipeline {
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fn from_world(world: &mut World) -> Self {
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let mut system_state: SystemState<(
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Res<RenderDevice>,
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Res<DefaultImageSampler>,
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Res<RenderQueue>,
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)> = SystemState::new(world);
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let (render_device, default_sampler, render_queue) = system_state.get_mut(world);
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let view_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: true,
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min_binding_size: Some(ViewUniform::min_size()),
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},
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count: None,
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}],
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label: Some("sprite_view_layout"),
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});
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let material_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[
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BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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multisampled: false,
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sample_type: TextureSampleType::Float { filterable: true },
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view_dimension: TextureViewDimension::D2,
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},
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count: None,
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},
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BindGroupLayoutEntry {
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binding: 1,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Sampler(SamplerBindingType::Filtering),
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count: None,
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},
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],
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label: Some("sprite_material_layout"),
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});
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let dummy_white_gpu_image = {
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let image = Image::new_fill(
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Extent3d::default(),
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TextureDimension::D2,
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&[255u8; 4],
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TextureFormat::bevy_default(),
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);
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let texture = render_device.create_texture(&image.texture_descriptor);
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let sampler = match image.sampler_descriptor {
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ImageSampler::Default => (**default_sampler).clone(),
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ImageSampler::Descriptor(descriptor) => render_device.create_sampler(&descriptor),
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};
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let format_size = image.texture_descriptor.format.pixel_size();
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render_queue.write_texture(
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ImageCopyTexture {
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texture: &texture,
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mip_level: 0,
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origin: Origin3d::ZERO,
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aspect: TextureAspect::All,
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},
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&image.data,
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ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(
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std::num::NonZeroU32::new(
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image.texture_descriptor.size.width * format_size as u32,
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)
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.unwrap(),
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),
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rows_per_image: None,
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},
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image.texture_descriptor.size,
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);
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let texture_view = texture.create_view(&TextureViewDescriptor::default());
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GpuImage {
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texture,
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texture_view,
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texture_format: image.texture_descriptor.format,
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sampler,
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size: Vec2::new(
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image.texture_descriptor.size.width as f32,
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image.texture_descriptor.size.height as f32,
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),
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}
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};
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SpritePipeline {
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view_layout,
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material_layout,
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dummy_white_gpu_image,
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}
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}
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}
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bitflags::bitflags! {
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#[repr(transparent)]
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// NOTE: Apparently quadro drivers support up to 64x MSAA.
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// MSAA uses the highest 3 bits for the MSAA log2(sample count) to support up to 128x MSAA.
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pub struct SpritePipelineKey: u32 {
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const NONE = 0;
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const COLORED = (1 << 0);
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const HDR = (1 << 1);
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const TONEMAP_IN_SHADER = (1 << 2);
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const DEBAND_DITHER = (1 << 3);
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const MSAA_RESERVED_BITS = Self::MSAA_MASK_BITS << Self::MSAA_SHIFT_BITS;
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}
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}
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impl SpritePipelineKey {
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const MSAA_MASK_BITS: u32 = 0b111;
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const MSAA_SHIFT_BITS: u32 = 32 - Self::MSAA_MASK_BITS.count_ones();
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pub fn from_msaa_samples(msaa_samples: u32) -> Self {
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let msaa_bits =
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(msaa_samples.trailing_zeros() & Self::MSAA_MASK_BITS) << Self::MSAA_SHIFT_BITS;
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Self::from_bits(msaa_bits).unwrap()
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}
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pub fn msaa_samples(&self) -> u32 {
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1 << ((self.bits >> Self::MSAA_SHIFT_BITS) & Self::MSAA_MASK_BITS)
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}
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pub fn from_colored(colored: bool) -> Self {
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if colored {
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SpritePipelineKey::COLORED
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} else {
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SpritePipelineKey::NONE
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}
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}
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pub fn from_hdr(hdr: bool) -> Self {
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if hdr {
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SpritePipelineKey::HDR
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} else {
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SpritePipelineKey::NONE
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}
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}
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}
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impl SpecializedRenderPipeline for SpritePipeline {
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type Key = SpritePipelineKey;
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fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
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let mut formats = vec![
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// position
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VertexFormat::Float32x3,
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// uv
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VertexFormat::Float32x2,
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];
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if key.contains(SpritePipelineKey::COLORED) {
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// color
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formats.push(VertexFormat::Float32x4);
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}
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let vertex_layout =
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VertexBufferLayout::from_vertex_formats(VertexStepMode::Vertex, formats);
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let mut shader_defs = Vec::new();
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if key.contains(SpritePipelineKey::COLORED) {
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shader_defs.push("COLORED".into());
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}
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if key.contains(SpritePipelineKey::TONEMAP_IN_SHADER) {
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shader_defs.push("TONEMAP_IN_SHADER".into());
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// Debanding is tied to tonemapping in the shader, cannot run without it.
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if key.contains(SpritePipelineKey::DEBAND_DITHER) {
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shader_defs.push("DEBAND_DITHER".into());
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}
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}
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let format = match key.contains(SpritePipelineKey::HDR) {
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true => ViewTarget::TEXTURE_FORMAT_HDR,
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false => TextureFormat::bevy_default(),
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};
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RenderPipelineDescriptor {
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vertex: VertexState {
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shader: SPRITE_SHADER_HANDLE.typed::<Shader>(),
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entry_point: "vertex".into(),
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shader_defs: shader_defs.clone(),
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buffers: vec![vertex_layout],
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},
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fragment: Some(FragmentState {
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shader: SPRITE_SHADER_HANDLE.typed::<Shader>(),
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shader_defs,
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entry_point: "fragment".into(),
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targets: vec![Some(ColorTargetState {
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format,
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blend: Some(BlendState::ALPHA_BLENDING),
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write_mask: ColorWrites::ALL,
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})],
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}),
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layout: Some(vec![self.view_layout.clone(), self.material_layout.clone()]),
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primitive: PrimitiveState {
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front_face: FrontFace::Ccw,
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cull_mode: None,
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unclipped_depth: false,
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polygon_mode: PolygonMode::Fill,
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conservative: false,
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topology: PrimitiveTopology::TriangleList,
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strip_index_format: None,
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},
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depth_stencil: None,
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multisample: MultisampleState {
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count: key.msaa_samples(),
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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label: Some("sprite_pipeline".into()),
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}
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}
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}
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#[derive(Component, Clone, Copy)]
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pub struct ExtractedSprite {
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pub entity: Entity,
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pub transform: GlobalTransform,
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pub color: Color,
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/// Select an area of the texture
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pub rect: Option<Rect>,
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/// Change the on-screen size of the sprite
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pub custom_size: Option<Vec2>,
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/// Handle to the `Image` of this sprite
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/// PERF: storing a `HandleId` instead of `Handle<Image>` enables some optimizations (`ExtractedSprite` becomes `Copy` and doesn't need to be dropped)
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pub image_handle_id: HandleId,
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pub flip_x: bool,
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pub flip_y: bool,
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pub anchor: Vec2,
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}
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#[derive(Resource, Default)]
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pub struct ExtractedSprites {
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pub sprites: Vec<ExtractedSprite>,
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}
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#[derive(Resource, Default)]
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pub struct SpriteAssetEvents {
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pub images: Vec<AssetEvent<Image>>,
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}
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pub fn extract_sprite_events(
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mut events: ResMut<SpriteAssetEvents>,
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mut image_events: Extract<EventReader<AssetEvent<Image>>>,
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) {
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let SpriteAssetEvents { ref mut images } = *events;
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images.clear();
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for image in image_events.iter() {
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// AssetEvent: !Clone
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images.push(match image {
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AssetEvent::Created { handle } => AssetEvent::Created {
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handle: handle.clone_weak(),
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},
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AssetEvent::Modified { handle } => AssetEvent::Modified {
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handle: handle.clone_weak(),
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},
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AssetEvent::Removed { handle } => AssetEvent::Removed {
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handle: handle.clone_weak(),
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},
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});
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}
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}
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pub fn extract_sprites(
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mut extracted_sprites: ResMut<ExtractedSprites>,
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texture_atlases: Extract<Res<Assets<TextureAtlas>>>,
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sprite_query: Extract<
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Query<(
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Entity,
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&ComputedVisibility,
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&Sprite,
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&GlobalTransform,
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&Handle<Image>,
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)>,
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>,
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atlas_query: Extract<
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Query<(
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Entity,
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&ComputedVisibility,
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&TextureAtlasSprite,
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&GlobalTransform,
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&Handle<TextureAtlas>,
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)>,
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>,
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) {
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extracted_sprites.sprites.clear();
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for (entity, visibility, sprite, transform, handle) in sprite_query.iter() {
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if !visibility.is_visible() {
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continue;
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}
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// PERF: we don't check in this function that the `Image` asset is ready, since it should be in most cases and hashing the handle is expensive
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extracted_sprites.sprites.push(ExtractedSprite {
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entity,
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color: sprite.color,
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transform: *transform,
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rect: sprite.rect,
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// Pass the custom size
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custom_size: sprite.custom_size,
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flip_x: sprite.flip_x,
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flip_y: sprite.flip_y,
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image_handle_id: handle.id(),
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anchor: sprite.anchor.as_vec(),
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});
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}
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for (entity, visibility, atlas_sprite, transform, texture_atlas_handle) in atlas_query.iter() {
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if !visibility.is_visible() {
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continue;
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}
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if let Some(texture_atlas) = texture_atlases.get(texture_atlas_handle) {
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let rect = Some(texture_atlas.textures[atlas_sprite.index]);
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extracted_sprites.sprites.push(ExtractedSprite {
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entity,
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color: atlas_sprite.color,
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transform: *transform,
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// Select the area in the texture atlas
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rect,
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// Pass the custom size
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custom_size: atlas_sprite.custom_size,
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flip_x: atlas_sprite.flip_x,
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flip_y: atlas_sprite.flip_y,
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image_handle_id: texture_atlas.texture.id(),
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anchor: atlas_sprite.anchor.as_vec(),
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});
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}
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, Pod, Zeroable)]
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struct SpriteVertex {
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pub position: [f32; 3],
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pub uv: [f32; 2],
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}
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#[repr(C)]
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#[derive(Copy, Clone, Pod, Zeroable)]
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struct ColoredSpriteVertex {
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pub position: [f32; 3],
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pub uv: [f32; 2],
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pub color: [f32; 4],
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}
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#[derive(Resource)]
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pub struct SpriteMeta {
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vertices: BufferVec<SpriteVertex>,
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colored_vertices: BufferVec<ColoredSpriteVertex>,
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view_bind_group: Option<BindGroup>,
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}
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impl Default for SpriteMeta {
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fn default() -> Self {
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Self {
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vertices: BufferVec::new(BufferUsages::VERTEX),
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colored_vertices: BufferVec::new(BufferUsages::VERTEX),
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view_bind_group: None,
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}
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}
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}
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const QUAD_INDICES: [usize; 6] = [0, 2, 3, 0, 1, 2];
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const QUAD_VERTEX_POSITIONS: [Vec2; 4] = [
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Vec2::new(-0.5, -0.5),
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Vec2::new(0.5, -0.5),
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Vec2::new(0.5, 0.5),
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Vec2::new(-0.5, 0.5),
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];
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const QUAD_UVS: [Vec2; 4] = [
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Vec2::new(0., 1.),
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Vec2::new(1., 1.),
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Vec2::new(1., 0.),
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Vec2::new(0., 0.),
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];
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#[derive(Component, Eq, PartialEq, Copy, Clone)]
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pub struct SpriteBatch {
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image_handle_id: HandleId,
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colored: bool,
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}
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#[derive(Resource, Default)]
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pub struct ImageBindGroups {
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values: HashMap<Handle<Image>, BindGroup>,
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}
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#[allow(clippy::too_many_arguments)]
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pub fn queue_sprites(
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mut commands: Commands,
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mut view_entities: Local<FixedBitSet>,
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draw_functions: Res<DrawFunctions<Transparent2d>>,
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render_device: Res<RenderDevice>,
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render_queue: Res<RenderQueue>,
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mut sprite_meta: ResMut<SpriteMeta>,
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view_uniforms: Res<ViewUniforms>,
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sprite_pipeline: Res<SpritePipeline>,
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mut pipelines: ResMut<SpecializedRenderPipelines<SpritePipeline>>,
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mut pipeline_cache: ResMut<PipelineCache>,
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mut image_bind_groups: ResMut<ImageBindGroups>,
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gpu_images: Res<RenderAssets<Image>>,
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msaa: Res<Msaa>,
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mut extracted_sprites: ResMut<ExtractedSprites>,
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mut views: Query<(
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&mut RenderPhase<Transparent2d>,
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&VisibleEntities,
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&ExtractedView,
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Option<&Tonemapping>,
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)>,
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events: Res<SpriteAssetEvents>,
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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::Created { .. } => None,
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AssetEvent::Modified { handle } | AssetEvent::Removed { handle } => {
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image_bind_groups.values.remove(handle)
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}
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};
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}
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let msaa_key = SpritePipelineKey::from_msaa_samples(msaa.samples);
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if let Some(view_binding) = view_uniforms.uniforms.binding() {
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let sprite_meta = &mut sprite_meta;
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// Clear the vertex buffers
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sprite_meta.vertices.clear();
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sprite_meta.colored_vertices.clear();
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sprite_meta.view_bind_group = Some(render_device.create_bind_group(&BindGroupDescriptor {
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entries: &[BindGroupEntry {
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binding: 0,
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resource: view_binding,
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}],
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label: Some("sprite_view_bind_group"),
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layout: &sprite_pipeline.view_layout,
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}));
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let draw_sprite_function = draw_functions.read().get_id::<DrawSprite>().unwrap();
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// Vertex buffer indices
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let mut index = 0;
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let mut colored_index = 0;
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// FIXME: VisibleEntities is ignored
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let extracted_sprites = &mut extracted_sprites.sprites;
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// Sort sprites by z for correct transparency and then by handle to improve batching
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// NOTE: This can be done independent of views by reasonably assuming that all 2D views look along the negative-z axis in world space
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extracted_sprites.sort_unstable_by(|a, b| {
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match a
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.transform
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.translation()
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.z
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.partial_cmp(&b.transform.translation().z)
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{
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|
Some(Ordering::Equal) | None => a.image_handle_id.cmp(&b.image_handle_id),
|
|
Some(other) => other,
|
|
}
|
|
});
|
|
let image_bind_groups = &mut *image_bind_groups;
|
|
|
|
for (mut transparent_phase, visible_entities, view, tonemapping) in &mut views {
|
|
let mut view_key = SpritePipelineKey::from_hdr(view.hdr) | msaa_key;
|
|
if let Some(Tonemapping::Enabled { deband_dither }) = tonemapping {
|
|
if !view.hdr {
|
|
view_key |= SpritePipelineKey::TONEMAP_IN_SHADER;
|
|
|
|
if *deband_dither {
|
|
view_key |= SpritePipelineKey::DEBAND_DITHER;
|
|
}
|
|
}
|
|
}
|
|
let pipeline = pipelines.specialize(
|
|
&mut pipeline_cache,
|
|
&sprite_pipeline,
|
|
view_key | SpritePipelineKey::from_colored(false),
|
|
);
|
|
let colored_pipeline = pipelines.specialize(
|
|
&mut pipeline_cache,
|
|
&sprite_pipeline,
|
|
view_key | SpritePipelineKey::from_colored(true),
|
|
);
|
|
|
|
view_entities.clear();
|
|
view_entities.extend(visible_entities.entities.iter().map(|e| e.index() as usize));
|
|
transparent_phase.items.reserve(extracted_sprites.len());
|
|
|
|
// Impossible starting values that will be replaced on the first iteration
|
|
let mut current_batch = SpriteBatch {
|
|
image_handle_id: HandleId::Id(Uuid::nil(), u64::MAX),
|
|
colored: false,
|
|
};
|
|
let mut current_batch_entity = Entity::from_raw(u32::MAX);
|
|
let mut current_image_size = Vec2::ZERO;
|
|
// Add a phase item for each sprite, and detect when succesive items can be batched.
|
|
// Spawn an entity with a `SpriteBatch` component for each possible batch.
|
|
// Compatible items share the same entity.
|
|
// Batches are merged later (in `batch_phase_system()`), so that they can be interrupted
|
|
// by any other phase item (and they can interrupt other items from batching).
|
|
for extracted_sprite in extracted_sprites.iter() {
|
|
if !view_entities.contains(extracted_sprite.entity.index() as usize) {
|
|
continue;
|
|
}
|
|
let new_batch = SpriteBatch {
|
|
image_handle_id: extracted_sprite.image_handle_id,
|
|
colored: extracted_sprite.color != Color::WHITE,
|
|
};
|
|
if new_batch != current_batch {
|
|
// Set-up a new possible batch
|
|
if let Some(gpu_image) =
|
|
gpu_images.get(&Handle::weak(new_batch.image_handle_id))
|
|
{
|
|
current_batch = new_batch;
|
|
current_image_size = Vec2::new(gpu_image.size.x, gpu_image.size.y);
|
|
current_batch_entity = commands.spawn(current_batch).id();
|
|
|
|
image_bind_groups
|
|
.values
|
|
.entry(Handle::weak(current_batch.image_handle_id))
|
|
.or_insert_with(|| {
|
|
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("sprite_material_bind_group"),
|
|
layout: &sprite_pipeline.material_layout,
|
|
})
|
|
});
|
|
} else {
|
|
// Skip this item if the texture is not ready
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Calculate vertex data for this item
|
|
|
|
let mut uvs = QUAD_UVS;
|
|
if extracted_sprite.flip_x {
|
|
uvs = [uvs[1], uvs[0], uvs[3], uvs[2]];
|
|
}
|
|
if extracted_sprite.flip_y {
|
|
uvs = [uvs[3], uvs[2], uvs[1], uvs[0]];
|
|
}
|
|
|
|
// By default, the size of the quad is the size of the texture
|
|
let mut quad_size = current_image_size;
|
|
|
|
// If a rect is specified, adjust UVs and the size of the quad
|
|
if let Some(rect) = extracted_sprite.rect {
|
|
let rect_size = rect.size();
|
|
for uv in &mut uvs {
|
|
*uv = (rect.min + *uv * rect_size) / current_image_size;
|
|
}
|
|
quad_size = rect_size;
|
|
}
|
|
|
|
// Override the size if a custom one is specified
|
|
if let Some(custom_size) = extracted_sprite.custom_size {
|
|
quad_size = custom_size;
|
|
}
|
|
|
|
// Apply size and global transform
|
|
let positions = QUAD_VERTEX_POSITIONS.map(|quad_pos| {
|
|
extracted_sprite
|
|
.transform
|
|
.transform_point(
|
|
((quad_pos - extracted_sprite.anchor) * quad_size).extend(0.),
|
|
)
|
|
.into()
|
|
});
|
|
|
|
// These items will be sorted by depth with other phase items
|
|
let sort_key = FloatOrd(extracted_sprite.transform.translation().z);
|
|
|
|
// Store the vertex data and add the item to the render phase
|
|
if current_batch.colored {
|
|
for i in QUAD_INDICES {
|
|
sprite_meta.colored_vertices.push(ColoredSpriteVertex {
|
|
position: positions[i],
|
|
uv: uvs[i].into(),
|
|
color: extracted_sprite.color.as_linear_rgba_f32(),
|
|
});
|
|
}
|
|
let item_start = colored_index;
|
|
colored_index += QUAD_INDICES.len() as u32;
|
|
let item_end = colored_index;
|
|
|
|
transparent_phase.add(Transparent2d {
|
|
draw_function: draw_sprite_function,
|
|
pipeline: colored_pipeline,
|
|
entity: current_batch_entity,
|
|
sort_key,
|
|
batch_range: Some(item_start..item_end),
|
|
});
|
|
} else {
|
|
for i in QUAD_INDICES {
|
|
sprite_meta.vertices.push(SpriteVertex {
|
|
position: positions[i],
|
|
uv: uvs[i].into(),
|
|
});
|
|
}
|
|
let item_start = index;
|
|
index += QUAD_INDICES.len() as u32;
|
|
let item_end = index;
|
|
|
|
transparent_phase.add(Transparent2d {
|
|
draw_function: draw_sprite_function,
|
|
pipeline,
|
|
entity: current_batch_entity,
|
|
sort_key,
|
|
batch_range: Some(item_start..item_end),
|
|
});
|
|
}
|
|
}
|
|
}
|
|
sprite_meta
|
|
.vertices
|
|
.write_buffer(&render_device, &render_queue);
|
|
sprite_meta
|
|
.colored_vertices
|
|
.write_buffer(&render_device, &render_queue);
|
|
}
|
|
}
|
|
|
|
pub type DrawSprite = (
|
|
SetItemPipeline,
|
|
SetSpriteViewBindGroup<0>,
|
|
SetSpriteTextureBindGroup<1>,
|
|
DrawSpriteBatch,
|
|
);
|
|
|
|
pub struct SetSpriteViewBindGroup<const I: usize>;
|
|
impl<const I: usize> EntityRenderCommand for SetSpriteViewBindGroup<I> {
|
|
type Param = (SRes<SpriteMeta>, SQuery<Read<ViewUniformOffset>>);
|
|
|
|
fn render<'w>(
|
|
view: Entity,
|
|
_item: Entity,
|
|
(sprite_meta, view_query): SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
let view_uniform = view_query.get(view).unwrap();
|
|
pass.set_bind_group(
|
|
I,
|
|
sprite_meta.into_inner().view_bind_group.as_ref().unwrap(),
|
|
&[view_uniform.offset],
|
|
);
|
|
RenderCommandResult::Success
|
|
}
|
|
}
|
|
pub struct SetSpriteTextureBindGroup<const I: usize>;
|
|
impl<const I: usize> EntityRenderCommand for SetSpriteTextureBindGroup<I> {
|
|
type Param = (SRes<ImageBindGroups>, SQuery<Read<SpriteBatch>>);
|
|
|
|
fn render<'w>(
|
|
_view: Entity,
|
|
item: Entity,
|
|
(image_bind_groups, query_batch): SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
let sprite_batch = query_batch.get(item).unwrap();
|
|
let image_bind_groups = image_bind_groups.into_inner();
|
|
|
|
pass.set_bind_group(
|
|
I,
|
|
image_bind_groups
|
|
.values
|
|
.get(&Handle::weak(sprite_batch.image_handle_id))
|
|
.unwrap(),
|
|
&[],
|
|
);
|
|
RenderCommandResult::Success
|
|
}
|
|
}
|
|
|
|
pub struct DrawSpriteBatch;
|
|
impl<P: BatchedPhaseItem> RenderCommand<P> for DrawSpriteBatch {
|
|
type Param = (SRes<SpriteMeta>, SQuery<Read<SpriteBatch>>);
|
|
|
|
fn render<'w>(
|
|
_view: Entity,
|
|
item: &P,
|
|
(sprite_meta, query_batch): SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
let sprite_batch = query_batch.get(item.entity()).unwrap();
|
|
let sprite_meta = sprite_meta.into_inner();
|
|
if sprite_batch.colored {
|
|
pass.set_vertex_buffer(0, sprite_meta.colored_vertices.buffer().unwrap().slice(..));
|
|
} else {
|
|
pass.set_vertex_buffer(0, sprite_meta.vertices.buffer().unwrap().slice(..));
|
|
}
|
|
pass.draw(item.batch_range().as_ref().unwrap().clone(), 0..1);
|
|
RenderCommandResult::Success
|
|
}
|
|
}
|