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use crate::{
context::{KayakRootContext, WidgetName},
node::Node,
CameraUIKayak,
};
use bevy::{
prelude::*,
render::{
render_resource::{DynamicUniformBuffer, ShaderType},
renderer::{RenderDevice, RenderQueue},
view::ColorGrading,
Extract, ExtractSchedule, Render, RenderApp, RenderSet,
},
window::{PrimaryWindow, Window, WindowRef},
};
use kayak_font::KayakFont;
use super::{
font::FontMapping,
ui_pass::{TransparentUI, UIRenderPhase},
unified::pipeline::ExtractedQuads,
};
// mod nine_patch;
// mod texture_atlas;
pub struct BevyKayakUIExtractPlugin;
impl Plugin for BevyKayakUIExtractPlugin {
fn build(&self, app: &mut bevy::prelude::App) {
let render_app = app.sub_app_mut(RenderApp);
render_app
.init_resource::<UIViewUniforms>()
.add_systems(
ExtractSchedule,
(
extract,
extract_default_ui_camera_view::<Camera2d>,
extract_default_ui_camera_view::<Camera3d>,
),
)
.add_systems(Render, prepare_view_uniforms.in_set(RenderSet::Prepare));
}
}
pub fn extract(
mut commands: Commands,
context_query: Extract<Query<(Entity, &KayakRootContext)>>,
fonts: Extract<Res<Assets<KayakFont>>>,
font_mapping: Extract<Res<FontMapping>>,
node_query: Extract<Query<&Node>>,
widget_names: Extract<Query<&WidgetName>>,
images: Extract<Res<Assets<Image>>>,
primary_window: Extract<Query<&Window, With<PrimaryWindow>>>,
cameras: Extract<Query<&Camera>>,
mut extracted_quads: ResMut<ExtractedQuads>,
) {
extracted_quads.clear();
extracted_quads.new_layer(None);
for (_entity, context) in context_query.iter() {
let dpi = if let Ok(camera) = cameras.get(context.camera_entity) {
if let bevy::render::camera::RenderTarget::Window(WindowRef::Primary) = &camera.target {
if let Ok(window) = primary_window.get_single() {
window.scale_factor()
} else {
1.0
}
} else {
1.0
}
} else {
1.0
};
context.build_render_primitives(
&mut commands,
context.camera_entity,
dpi,
&node_query,
&widget_names,
&fonts,
&font_mapping,
&images,
&mut extracted_quads,
);
// Resolve extracted quads
if let Ok(mut layout_cache) = context.layout_cache.try_write() {
extracted_quads.resolve(&mut commands, &mut layout_cache);
// extracted_quads.debug();
}
}
// let mut extracted = extracted_quads.iter().map(|e| (e.quad_type, e.z_index, e.rect, e.c)).collect::<Vec<_>>();
// extracted.sort_by(|a, b| a.1.partial_cmp(&b.1).unwrap());
// dbg!("Start");
// let mut last_type = super::unified::pipeline::UIQuadType::Clip;
// for (qt, z, r, c) in extracted.iter() {
// // if !(last_type == super::unified::pipeline::UIQuadType::Text && *qt == super::unified::pipeline::UIQuadType::Text) {
// if *qt == super::unified::pipeline::UIQuadType::Text {
// println!("qt: {:?}, c: {}, z: {}, r: {:?}", qt, c, z, r);
// } else {
// println!("qt: {:?}, z: {}, r: {:?}", qt, z, r);
// }
// last_type = *qt;
// }
}
const UI_CAMERA_TRANSFORM_OFFSET: f32 = -0.1;
#[derive(Component)]
pub struct UIExtractedView {
pub projection: Mat4,
pub transform: GlobalTransform,
// The view-projection matrix. When provided it is used instead of deriving it from
// `projection` and `transform` fields, which can be helpful in cases where numerical
// stability matters and there is a more direct way to derive the view-projection matrix.
pub view_projection: Option<Mat4>,
pub hdr: bool,
// uvec4(origin.x, origin.y, width, height)
pub viewport: UVec4,
pub color_grading: ColorGrading,
}
pub fn extract_default_ui_camera_view<T: Component>(
mut commands: Commands,
query: Extract<
Query<(Entity, &Camera, &OrthographicProjection), (With<CameraUIKayak>, With<T>)>,
>,
) {
for (entity, camera, ortho) in &query {
if let (Some(_logical_size), Some(physical_origin), Some(physical_size)) = (
camera.logical_viewport_size(),
camera.physical_viewport_rect(),
camera.physical_viewport_size(),
) {
let logical_size = ortho.area.size();
// use a projection matrix with the origin in the top left instead of the bottom left that comes with OrthographicProjection
let projection_matrix =
Mat4::orthographic_rh(0.0, logical_size.x, logical_size.y, 0.0, 0.0, 1000.0);
commands.get_or_spawn(entity).insert((
UIExtractedView {
projection: projection_matrix,
transform: GlobalTransform::from_xyz(
0.0,
0.0,
1000.0 + UI_CAMERA_TRANSFORM_OFFSET,
),
hdr: camera.hdr,
viewport: UVec4::new(
physical_origin.min.x,
physical_origin.min.y,
physical_size.x,
physical_size.y,
),
view_projection: None,
color_grading: ColorGrading::default(),
},
UIRenderPhase::<TransparentUI>::default(),
));
}
}
}
#[derive(Resource, Default)]
pub struct UIViewUniforms {
pub uniforms: DynamicUniformBuffer<UIViewUniform>,
}
#[derive(Clone, ShaderType)]
pub struct UIViewUniform {
pub view_proj: Mat4,
pub unjittered_view_proj: Mat4,
pub inverse_view_proj: Mat4,
pub view: Mat4,
pub inverse_view: Mat4,
pub projection: Mat4,
pub inverse_projection: Mat4,
pub world_position: Vec3,
pub viewport: Vec4,
pub frustum: [Vec4; 6],
pub color_grading: ColorGrading,
pub mip_bias: f32,
}
#[derive(Component, Debug)]
pub struct UIViewUniformOffset {
pub offset: u32,
}
use bevy::math::Vec4Swizzles;
use bevy::render::camera::{MipBias, TemporalJitter};
pub fn prepare_view_uniforms(
mut commands: Commands,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
mut view_uniforms: ResMut<UIViewUniforms>,
views: Query<(
Entity,
&UIExtractedView,
Option<&TemporalJitter>,
Option<&MipBias>,
)>,
) {
view_uniforms.uniforms.clear();
for (entity, camera, temporal_jitter, mip_bias) in &views {
let viewport = camera.viewport.as_vec4();
let unjittered_projection = camera.projection;
let mut projection = unjittered_projection;
if let Some(temporal_jitter) = temporal_jitter {
temporal_jitter.jitter_projection(&mut projection, viewport.zw());
}
let inverse_projection = projection.inverse();
let view = camera.transform.compute_matrix();
let inverse_view = view.inverse();
// Map Frustum type to shader array<vec4<f32>, 6>
let frustum = [Vec4::ZERO; 6];
let view_uniforms = UIViewUniformOffset {
offset: view_uniforms.uniforms.push(&UIViewUniform {
view_proj: camera
.view_projection
.unwrap_or_else(|| projection * inverse_view),
unjittered_view_proj: unjittered_projection * inverse_view,
inverse_view_proj: view * inverse_projection,
view,
inverse_view,
projection,
inverse_projection,
world_position: camera.transform.translation(),
viewport,
color_grading: camera.color_grading,
mip_bias: mip_bias.unwrap_or(&MipBias(0.0)).0,
frustum,
}),
};
commands.entity(entity).insert(view_uniforms);
}
view_uniforms
.uniforms
.write_buffer(&render_device, &render_queue);
}