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use std::ops::Range;
use bevy::ecs::prelude::*;
use bevy::prelude::{Color, Image};
use bevy::render::render_asset::RenderAssets;
use bevy::render::render_phase::{
CachedRenderPipelinePhaseItem, DrawFunctionId, DrawFunctions, PhaseItem, TrackedRenderPass,
};
use bevy::render::render_resource::{CachedRenderPipelineId, RenderPassColorAttachment};
use bevy::render::{
render_graph::{Node, NodeRunError, RenderGraphContext},
render_resource::{LoadOp, Operations, RenderPassDescriptor},
renderer::RenderContext,
view::{ExtractedView, ViewTarget},
};
use bevy::utils::nonmax::NonMaxU32;
use bevy::utils::FloatOrd;
use crate::CameraUIKayak;
use super::opacity_layer::{OpacityLayerManager, MAX_OPACITY_LAYERS};
use super::unified::pipeline::UIQuadType;
pub trait TransparentUIGeneric {
fn get_entity(&self) -> Entity;
fn get_quad_type(&self) -> UIQuadType;
fn get_rect(&self) -> bevy::math::Rect;
fn get_type_index(&self) -> u32;
}
#[derive(Debug)]
pub struct TransparentUI {
pub sort_key: FloatOrd,
pub entity: Entity,
pub pipeline: CachedRenderPipelineId,
pub draw_function: DrawFunctionId,
pub quad_type: UIQuadType,
pub rect: bevy::math::Rect,
pub type_index: u32,
pub batch_range: Option<Range<u32>>,
pub dynamic_offset: Option<NonMaxU32>,
}
impl TransparentUIGeneric for TransparentUI {
fn get_entity(&self) -> Entity {
self.entity
}
fn get_quad_type(&self) -> UIQuadType {
self.quad_type
}
fn get_rect(&self) -> bevy::math::Rect {
self.rect
}
fn get_type_index(&self) -> u32 {
self.type_index
}
}
impl PhaseItem for TransparentUI {
type SortKey = FloatOrd;
#[inline]
fn sort_key(&self) -> Self::SortKey {
self.sort_key
}
#[inline]
fn draw_function(&self) -> DrawFunctionId {
self.draw_function
}
fn entity(&self) -> Entity {
self.entity
}
fn batch_range(&self) -> &Range<u32> {
self.batch_range.as_ref().unwrap()
}
fn batch_range_mut(&mut self) -> &mut Range<u32> {
self.batch_range.as_mut().unwrap()
}
fn dynamic_offset(&self) -> Option<bevy::utils::nonmax::NonMaxU32> {
self.dynamic_offset
}
fn dynamic_offset_mut(&mut self) -> &mut Option<bevy::utils::nonmax::NonMaxU32> {
&mut self.dynamic_offset
}
}
impl CachedRenderPipelinePhaseItem for TransparentUI {
#[inline]
fn cached_pipeline(&self) -> CachedRenderPipelineId {
self.pipeline
}
}
#[derive(Debug)]
pub struct TransparentOpacityUI {
pub sort_key: FloatOrd,
pub entity: Entity,
pub pipeline: CachedRenderPipelineId,
pub draw_function: DrawFunctionId,
pub quad_type: UIQuadType,
pub rect: bevy::math::Rect,
pub type_index: u32,
pub batch_range: Option<Range<u32>>,
pub opacity_layer: u32,
pub dynamic_offset: Option<NonMaxU32>,
}
impl TransparentUIGeneric for TransparentOpacityUI {
fn get_entity(&self) -> Entity {
self.entity
}
fn get_quad_type(&self) -> UIQuadType {
self.quad_type
}
fn get_rect(&self) -> bevy::math::Rect {
self.rect
}
fn get_type_index(&self) -> u32 {
self.type_index
}
}
impl PhaseItem for TransparentOpacityUI {
type SortKey = FloatOrd;
#[inline]
fn sort_key(&self) -> Self::SortKey {
self.sort_key
}
#[inline]
fn draw_function(&self) -> DrawFunctionId {
self.draw_function
}
fn entity(&self) -> Entity {
self.entity
}
fn batch_range(&self) -> &Range<u32> {
self.batch_range.as_ref().unwrap()
}
fn batch_range_mut(&mut self) -> &mut Range<u32> {
self.batch_range.as_mut().unwrap()
}
fn dynamic_offset(&self) -> Option<bevy::utils::nonmax::NonMaxU32> {
self.dynamic_offset
}
fn dynamic_offset_mut(&mut self) -> &mut Option<bevy::utils::nonmax::NonMaxU32> {
&mut self.dynamic_offset
}
}
impl CachedRenderPipelinePhaseItem for TransparentOpacityUI {
#[inline]
fn cached_pipeline(&self) -> CachedRenderPipelineId {
self.pipeline
}
}
pub struct MainPassUINode {
query: QueryState<
(
&'static UIRenderPhase<TransparentUI>,
&'static UIRenderPhase<TransparentOpacityUI>,
&'static ViewTarget,
&'static CameraUIKayak,
),
With<ExtractedView>,
>,
}
impl MainPassUINode {
pub fn new(world: &mut World) -> Self {
Self {
query: world.query_filtered(),
}
}
}
impl Node for MainPassUINode {
fn update(&mut self, world: &mut World) {
self.query.update_archetypes(world);
}
fn run(
&self,
graph: &mut RenderGraphContext,
render_context: &mut RenderContext,
world: &World,
) -> Result<(), NodeRunError> {
let view_entity = graph.view_entity();
// adapted from bevy itself;
// see: <https://github.com/bevyengine/bevy/commit/09a3d8abe062984479bf0e99fcc1508bb722baf6>
let (transparent_phase, transparent_opacity_phase, target, _camera_ui) =
match self.query.get_manual(world, view_entity) {
Ok(it) => it,
_ => return Ok(()),
};
// Opacity passes first..
{
let opacity_layer_manager = world.get_resource::<OpacityLayerManager>().unwrap();
if let Some(opacity_layer_manager) =
opacity_layer_manager.camera_layers.get(&view_entity)
{
let draw_functions = world.resource::<DrawFunctions<TransparentOpacityUI>>();
let mut draw_functions = draw_functions.write();
draw_functions.prepare(world);
for layer_id in 1..MAX_OPACITY_LAYERS {
// Start new render pass.
let gpu_images = world.get_resource::<RenderAssets<Image>>().unwrap();
let image_handle = opacity_layer_manager.get_image_handle(layer_id);
let gpu_image = gpu_images.get(&image_handle).unwrap();
let pass_descriptor = RenderPassDescriptor {
label: Some("opacity_ui_layer_pass"),
color_attachments: &[Some(RenderPassColorAttachment {
view: &gpu_image.texture_view,
resolve_target: None,
ops: Operations {
load: LoadOp::Clear(Color::rgba(0.0, 0.0, 0.0, 0.0).into()),
store: bevy::render::render_resource::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
..Default::default()
};
let mut tracked_pass =
render_context.begin_tracked_render_pass(pass_descriptor);
for item in transparent_opacity_phase
.items
.iter()
.filter(|i| i.opacity_layer == layer_id)
{
let draw_function = draw_functions.get_mut(item.draw_function()).unwrap();
draw_function.draw(world, &mut tracked_pass, view_entity, item);
}
}
}
}
// Regular pass
{
let pass_descriptor = RenderPassDescriptor {
label: Some("main_transparent_pass_UI"),
color_attachments: &[Some(target.get_unsampled_color_attachment())],
depth_stencil_attachment: None,
..Default::default()
};
let mut tracked_pass = render_context.begin_tracked_render_pass(pass_descriptor);
transparent_phase.render(&mut tracked_pass, world, view_entity);
}
Ok(())
}
}
use std::slice::SliceIndex;
/// A collection of all rendering instructions, that will be executed by the GPU, for a
/// single render phase for a single view.
///
/// Each view (camera, or shadow-casting light, etc.) can have one or multiple render phases.
/// They are used to queue entities for rendering.
/// Multiple phases might be required due to different sorting/batching behaviors
/// (e.g. opaque: front to back, transparent: back to front) or because one phase depends on
/// the rendered texture of the previous phase (e.g. for screen-space reflections).
/// All [`PhaseItem`]s are then rendered using a single [`TrackedRenderPass`].
/// The render pass might be reused for multiple phases to reduce GPU overhead.
#[derive(Component, Debug)]
pub struct UIRenderPhase<I: PhaseItem> {
pub items: Vec<I>,
}
impl<I: PhaseItem + std::fmt::Debug> Default for UIRenderPhase<I> {
fn default() -> Self {
Self { items: Vec::new() }
}
}
impl<I: PhaseItem + std::fmt::Debug> UIRenderPhase<I> {
/// Adds a [`PhaseItem`] to this render phase.
#[inline]
pub fn add(&mut self, item: I) {
self.items.push(item);
}
/// Sorts all of its [`PhaseItem`]s.
pub fn sort(&mut self) {
I::sort(&mut self.items);
}
/// An [`Iterator`] through the associated [`Entity`] for each [`PhaseItem`] in order.
#[inline]
pub fn iter_entities(&'_ self) -> impl Iterator<Item = Entity> + '_ {
self.items.iter().map(|item| item.entity())
}
/// Renders all of its [`PhaseItem`]s using their corresponding draw functions.
pub fn render<'w>(
&self,
render_pass: &mut TrackedRenderPass<'w>,
world: &'w World,
view: Entity,
) {
self.render_range(render_pass, world, view, ..);
}
/// Renders all [`PhaseItem`]s in the provided `range` (based on their index in `self.items`) using their corresponding draw functions.
pub fn render_range<'w>(
&self,
render_pass: &mut TrackedRenderPass<'w>,
world: &'w World,
view: Entity,
range: impl SliceIndex<[I], Output = [I]>,
) {
let items = self
.items
.get(range)
.expect("`Range` provided to `render_range()` is out of bounds");
let draw_functions = world.resource::<DrawFunctions<I>>();
let mut draw_functions = draw_functions.write();
draw_functions.prepare(world);
let mut index = 0;
while index < items.len() {
let item = &items[index];
let draw_function = draw_functions.get_mut(item.draw_function()).unwrap();
draw_function.draw(world, render_pass, view, item);
index += 1;
}
}
}
/// This system sorts the [`PhaseItem`]s of all [`RenderPhase`]s of this type.
pub fn sort_ui_phase_system<I: PhaseItem + std::fmt::Debug>(
mut render_phases: Query<&mut UIRenderPhase<I>>,
) {
for mut phase in &mut render_phases {
phase.sort();
}
}