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use bevy::{
prelude::*,
render::{
camera::RenderTarget,
render_asset::RenderAssets,
render_graph::{RenderGraph, RenderLabel, RenderSubGraph, RunGraphOnViewNode},
render_phase::DrawFunctions,
Extract, ExtractSchedule, Render, RenderApp, RenderSet,
},
window::{PrimaryWindow, Window, WindowRef},
};
use crate::{
render::{ui_pass::MainPassUINode, unified::UnifiedRenderPlugin},
CameraUIKayak,
};
use self::{
extract::BevyKayakUIExtractPlugin,
opacity_layer::OpacityLayerManager,
ui_pass::{sort_ui_phase_system, TransparentOpacityUI, TransparentUI, UIRenderPhase},
};
mod extract;
pub(crate) mod font;
pub(crate) mod image;
pub mod material;
pub(crate) mod nine_patch;
mod opacity_layer;
pub(crate) mod quad;
#[cfg(feature = "svg")]
pub(crate) mod svg;
pub(crate) mod texture_atlas;
mod ui_pass;
pub mod unified;
pub use opacity_layer::MAX_OPACITY_LAYERS;
#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderSubGraph)]
pub struct DrawUiGraph;
#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
pub struct KayakUiPass;
/// The default Kayak UI rendering plugin.
/// Use this to render the UI.
/// Or you can write your own renderer.
pub struct BevyKayakUIRenderPlugin;
impl Plugin for BevyKayakUIRenderPlugin {
fn build(&self, app: &mut bevy::prelude::App) {
app.init_resource::<OpacityLayerManager>()
.add_systems(Update, update_opacity_layer_cameras);
app.add_plugins((
font::TextRendererPlugin,
UnifiedRenderPlugin,
BevyKayakUIExtractPlugin,
));
}
fn finish(&self, app: &mut App) {
let render_app = app.sub_app_mut(RenderApp);
render_app
.init_resource::<DrawFunctions<TransparentUI>>()
.init_resource::<DrawFunctions<TransparentOpacityUI>>()
.add_systems(ExtractSchedule, extract_core_pipeline_camera_phases)
.add_systems(
Render,
prepare_opacity_layers
.in_set(RenderSet::Queue)
.before(unified::pipeline::queue_quads),
)
.add_systems(
Render,
(
sort_ui_phase_system::<TransparentUI>,
sort_ui_phase_system::<TransparentOpacityUI>,
)
.in_set(RenderSet::PhaseSort),
);
// 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::Core2d)
{
graph_2d.add_sub_graph(DrawUiGraph, ui_graph_2d);
graph_2d.add_node(KayakUiPass, RunGraphOnViewNode::new(DrawUiGraph));
graph_2d.add_node_edge(
bevy::core_pipeline::core_2d::graph::Node2d::MainPass,
KayakUiPass,
);
graph_2d.add_node_edge(
bevy::core_pipeline::core_2d::graph::Node2d::Tonemapping,
KayakUiPass,
);
graph_2d.add_node_edge(
KayakUiPass,
bevy::core_pipeline::core_2d::graph::Node2d::Upscaling,
);
}
if let Some(graph_3d) = graph.get_sub_graph_mut(bevy::core_pipeline::core_3d::graph::Core3d)
{
graph_3d.add_sub_graph(DrawUiGraph, ui_graph_3d);
graph_3d.add_node(KayakUiPass, RunGraphOnViewNode::new(DrawUiGraph));
graph_3d.add_node_edge(
bevy::core_pipeline::core_3d::graph::Node3d::EndMainPass,
KayakUiPass,
);
graph_3d.add_node_edge(
bevy::core_pipeline::core_3d::graph::Node3d::Tonemapping,
KayakUiPass,
);
graph_3d.add_node_edge(
KayakUiPass,
bevy::core_pipeline::core_3d::graph::Node3d::Upscaling,
);
}
}
}
fn get_ui_graph(render_app: &mut App) -> RenderGraph {
let ui_pass_node = MainPassUINode::new(&mut render_app.world);
let mut ui_graph = RenderGraph::default();
ui_graph.add_node(KayakUiPass, ui_pass_node);
ui_graph
}
pub fn update_opacity_layer_cameras(
windows: Query<&Window>,
cameras: Query<(Entity, &Camera), With<CameraUIKayak>>,
primary_window: Query<Entity, With<PrimaryWindow>>,
mut opacity_layers: ResMut<OpacityLayerManager>,
mut images: ResMut<Assets<Image>>,
) {
for (camera_entity, camera) in cameras.iter() {
if let RenderTarget::Window(window_ref) = &camera.target {
let window_entity = match window_ref {
WindowRef::Entity(entity) => *entity,
WindowRef::Primary => primary_window.get_single().unwrap(),
};
if let Ok(camera_window) = windows.get(window_entity) {
opacity_layers.add_or_update(&camera_entity, camera, camera_window, &mut images);
}
}
}
}
pub fn extract_core_pipeline_camera_phases(
mut commands: Commands,
active_cameras: Extract<Query<(Entity, &Camera), With<CameraUIKayak>>>,
opacity_layers: Extract<Res<OpacityLayerManager>>,
) {
for (entity, camera) in &active_cameras {
if camera.is_active {
commands
.get_or_spawn(entity)
.insert(UIRenderPhase::<TransparentOpacityUI>::default())
.insert(UIRenderPhase::<TransparentUI>::default());
}
}
let opacity_layers = opacity_layers.clone();
commands.insert_resource(opacity_layers);
}
fn prepare_opacity_layers(
mut opacity_layers: ResMut<OpacityLayerManager>,
gpu_images: Res<RenderAssets<Image>>,
) {
for (_, layer) in opacity_layers.camera_layers.iter_mut() {
layer.set_texture_views(&gpu_images);
}
}