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use bevy::ecs::query::ROQueryItem;
use bevy::ecs::system::{SystemParam, SystemParamItem};
use bevy::prelude::{Commands, Rect, Resource, With};
#[cfg(feature = "svg")]
use bevy::prelude::{Mesh, Vec3};
use bevy::render::globals::{GlobalsBuffer, GlobalsUniform};
#[cfg(feature = "svg")]
use bevy::render::mesh::VertexAttributeValues;
use bevy::render::render_phase::{
DrawFunctionId, PhaseItem, RenderCommand, RenderCommandResult, SetItemPipeline,
};
use bevy::render::render_resource::{
CachedRenderPipelineId, DynamicUniformBuffer, ShaderType, SpecializedRenderPipeline,
SpecializedRenderPipelines,
};
use bevy::render::view::ViewTarget;
use bevy::utils::FloatOrd;
use bevy::{
ecs::system::lifetimeless::{Read, SRes},
math::{Mat4, Quat, Vec2, Vec4},
prelude::{Component, Entity, FromWorld, Handle, Query, Res, ResMut, World},
render::{
color::Color,
render_asset::RenderAssets,
render_phase::{DrawFunctions, TrackedRenderPass},
render_resource::{
BindGroup, BindGroupEntry, BindGroupLayout, BindGroupLayoutEntry, BindingResource,
BindingType, BlendState, BufferBindingType, BufferSize, BufferUsages, BufferVec,
ColorTargetState, ColorWrites, Extent3d, FragmentState, FrontFace, MultisampleState,
PipelineCache, PolygonMode, PrimitiveState, PrimitiveTopology,
RenderPipelineDescriptor, SamplerBindingType, SamplerDescriptor, ShaderStages,
TextureDescriptor, TextureDimension, TextureFormat, TextureSampleType, TextureUsages,
TextureViewDescriptor, TextureViewDimension, VertexAttribute, VertexBufferLayout,
VertexFormat, VertexState, VertexStepMode,
},
renderer::{RenderDevice, RenderQueue},
texture::{BevyDefault, GpuImage, Image},
},
utils::HashMap,
};
#[cfg(feature = "svg")]
use bevy_svg::prelude::Svg;
use bytemuck::{Pod, Zeroable};
use kayak_font::{bevy::FontTextureCache, KayakFont};
use std::marker::PhantomData;
use super::UNIFIED_SHADER_HANDLE;
use crate::layout::LayoutCache;
use crate::prelude::Corner;
use crate::render::extract::{UIExtractedView, UIViewUniform, UIViewUniformOffset, UIViewUniforms};
use crate::render::opacity_layer::OpacityLayerManager;
#[cfg(feature = "svg")]
use crate::render::svg::RenderSvgs;
use crate::render::ui_pass::{
TransparentOpacityUI, TransparentUI, TransparentUIGeneric, UIRenderPhase,
};
#[derive(Resource, Clone)]
pub struct UnifiedPipeline {
pub view_layout: BindGroupLayout,
pub types_layout: BindGroupLayout,
pub image_layout: BindGroupLayout,
empty_font_texture: GpuImage,
default_image: (GpuImage, BindGroup),
}
// const QUAD_VERTEX_POSITIONS: &[Vec3] = &[
// Vec3::from_array([0.0, 1.0, 0.0]),
// Vec3::from_array([1.0, 0.0, 0.0]),
// Vec3::from_array([0.0, 0.0, 0.0]),
// Vec3::from_array([0.0, 1.0, 0.0]),
// Vec3::from_array([1.0, 1.0, 0.0]),
// Vec3::from_array([1.0, 0.0, 0.0]),
// ];
const QUAD_INDICES: [usize; 6] = [0, 2, 3, 0, 1, 2];
const QUAD_VERTEX_POSITIONS: [Vec2; 4] = [
Vec2::new(0.0, 0.0),
Vec2::new(1.0, 0.0),
Vec2::new(1.0, 1.0),
Vec2::new(0.0, 1.0),
];
#[derive(Debug, Component, Clone, Copy, PartialEq, Eq, Hash)]
pub struct UnifiedPipelineKey {
pub msaa: u32,
pub hdr: bool,
}
impl FromWorld for UnifiedPipeline {
fn from_world(world: &mut World) -> Self {
let world = world.cell();
let render_device = world.resource::<RenderDevice>();
let view_layout = render_device.create_bind_group_layout(
"ui_view_layout",
&[
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: Some(UIViewUniform::min_size()),
},
count: None,
},
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::VERTEX_FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: Some(GlobalsUniform::min_size()),
},
count: None,
},
],
);
let types_layout = render_device.create_bind_group_layout(
"ui_types_layout",
&[BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: true,
// TODO: change this to ViewUniform::std140_size_static once crevice fixes this!
// Context: https://github.com/LPGhatguy/crevice/issues/29
min_binding_size: BufferSize::new(16),
},
count: None,
}],
);
let image_layout = render_device.create_bind_group_layout(
"image_layout",
&[
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2,
},
count: None,
},
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2Array,
},
count: None,
},
BindGroupLayoutEntry {
binding: 3,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
],
);
let empty_font_texture = FontTextureCache::get_empty(&render_device);
let texture_descriptor = TextureDescriptor {
label: Some("empty_texture"),
size: Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
view_formats: &[TextureFormat::Rgba8UnormSrgb],
format: TextureFormat::Rgba8UnormSrgb,
usage: TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST,
};
let sampler_descriptor = SamplerDescriptor::default();
let texture = render_device.create_texture(&texture_descriptor);
let sampler = render_device.create_sampler(&sampler_descriptor);
let texture_view = texture.create_view(&TextureViewDescriptor {
label: Some("empty_texture_view"),
format: Some(TextureFormat::Rgba8UnormSrgb),
dimension: Some(TextureViewDimension::D2),
aspect: bevy::render::render_resource::TextureAspect::All,
base_mip_level: 0,
base_array_layer: 0,
mip_level_count: None,
array_layer_count: None,
});
let image = GpuImage {
texture,
sampler,
texture_view,
mip_level_count: 1,
size: Vec2::new(1.0, 1.0),
texture_format: TextureFormat::Rgba8UnormSrgb,
};
let binding = render_device.create_bind_group(
Some("default_image_bind_group"),
&image_layout,
&[
BindGroupEntry {
binding: 0,
resource: BindingResource::TextureView(&image.texture_view),
},
BindGroupEntry {
binding: 1,
resource: BindingResource::Sampler(&image.sampler),
},
BindGroupEntry {
binding: 2,
resource: BindingResource::TextureView(&empty_font_texture.texture_view),
},
BindGroupEntry {
binding: 3,
resource: BindingResource::Sampler(&empty_font_texture.sampler),
},
],
);
UnifiedPipeline {
view_layout,
empty_font_texture,
types_layout,
image_layout,
default_image: (image, binding),
}
}
}
impl SpecializedRenderPipeline for UnifiedPipeline {
type Key = UnifiedPipelineKey;
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
let vertex_buffer_layout = VertexBufferLayout {
array_stride: 60,
step_mode: VertexStepMode::Vertex,
attributes: vec![
VertexAttribute {
format: VertexFormat::Float32x3,
offset: 0,
shader_location: 0,
},
VertexAttribute {
format: VertexFormat::Float32x4,
offset: 12,
shader_location: 1,
},
VertexAttribute {
format: VertexFormat::Float32x4,
offset: 28,
shader_location: 2,
},
VertexAttribute {
format: VertexFormat::Float32x4,
offset: 44,
shader_location: 3,
},
],
};
RenderPipelineDescriptor {
vertex: VertexState {
shader: UNIFIED_SHADER_HANDLE,
entry_point: "vertex".into(),
shader_defs: vec![],
buffers: vec![vertex_buffer_layout],
},
fragment: Some(FragmentState {
shader: UNIFIED_SHADER_HANDLE,
shader_defs: vec![],
entry_point: "fragment".into(),
targets: vec![Some(ColorTargetState {
format: if key.hdr {
ViewTarget::TEXTURE_FORMAT_HDR
} else {
TextureFormat::bevy_default()
},
blend: Some(BlendState::ALPHA_BLENDING),
// Some(BlendState {
// color: BlendComponent {
// src_factor: BlendFactor::SrcAlpha,
// dst_factor: BlendFactor::OneMinusSrcAlpha,
// operation: BlendOperation::Add,
// },
// alpha: BlendComponent {
// src_factor: BlendFactor::OneMinusDstAlpha,
// dst_factor: BlendFactor::One,
// operation: BlendOperation::Add,
// },
// }),
write_mask: ColorWrites::ALL,
})],
}),
layout: vec![
self.view_layout.clone(),
self.image_layout.clone(),
self.types_layout.clone(),
],
primitive: PrimitiveState {
front_face: FrontFace::Ccw,
cull_mode: None,
polygon_mode: PolygonMode::Fill,
conservative: false,
topology: PrimitiveTopology::TriangleList,
strip_index_format: None,
unclipped_depth: false,
},
depth_stencil: None,
multisample: MultisampleState {
count: key.msaa,
mask: !0,
alpha_to_coverage_enabled: false,
},
label: Some("unified_pipeline".into()),
push_constant_ranges: vec![],
}
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd)]
pub enum UIQuadType {
Quad,
BoxShadow,
Text,
TextSubpixel,
Image,
Clip,
OpacityLayer,
DrawOpacityLayer,
None,
}
impl UIQuadType {
pub fn get_type_index(&self, quad_type_offsets: &QuadTypeOffsets) -> u32 {
match self {
UIQuadType::Quad => quad_type_offsets.quad_type_offset,
UIQuadType::Text => quad_type_offsets.text_type_offset,
UIQuadType::TextSubpixel => quad_type_offsets.text_sub_pixel_type_offset,
UIQuadType::Image => quad_type_offsets.image_type_offset,
UIQuadType::BoxShadow => quad_type_offsets.box_shadow_type_offset,
UIQuadType::Clip => 100000,
UIQuadType::None => 100001,
UIQuadType::OpacityLayer => 100002,
UIQuadType::DrawOpacityLayer => quad_type_offsets.image_type_offset,
}
}
}
#[derive(Debug, Component, Clone)]
pub struct ExtractedQuad {
pub org_entity: Entity,
pub camera_entity: Entity,
pub rect: Rect,
pub color: Color,
pub char_id: u32,
pub z_index: f32,
pub font_handle: Option<Handle<KayakFont>>,
pub quad_type: UIQuadType,
pub type_index: u32,
pub border_radius: Corner<f32>,
pub image: Option<Handle<Image>>,
pub uv_min: Option<Vec2>,
pub uv_max: Option<Vec2>,
#[cfg(feature = "svg")]
pub svg_handle: (Option<Handle<Svg>>, Option<Color>),
pub opacity_layer: u32,
pub c: char,
}
impl Default for ExtractedQuad {
fn default() -> Self {
Self {
org_entity: Entity::PLACEHOLDER,
camera_entity: Entity::PLACEHOLDER,
rect: Default::default(),
color: Default::default(),
char_id: Default::default(),
z_index: Default::default(),
font_handle: Default::default(),
quad_type: UIQuadType::Quad,
type_index: Default::default(),
border_radius: Default::default(),
image: Default::default(),
uv_min: Default::default(),
uv_max: Default::default(),
#[cfg(feature = "svg")]
svg_handle: Default::default(),
opacity_layer: 0,
c: ' ',
}
}
}
#[repr(C)]
#[derive(Copy, Clone)]
pub struct QuadVertex {
pub position: [f32; 3],
pub color: [f32; 4],
pub uv: [f32; 4],
pub pos_size: [f32; 4],
}
unsafe impl Zeroable for QuadVertex {}
unsafe impl Pod for QuadVertex {}
#[repr(C)]
#[derive(Copy, Clone, ShaderType)]
struct QuadType {
pub t: i32,
pub _padding_1: i32,
pub _padding_2: i32,
pub _padding_3: i32,
}
#[derive(Resource)]
pub struct QuadMeta {
pub vertices: BufferVec<QuadVertex>,
types_buffer: DynamicUniformBuffer<QuadType>,
types_bind_group: Option<BindGroup>,
}
impl Default for QuadMeta {
fn default() -> Self {
Self {
vertices: BufferVec::new(BufferUsages::VERTEX),
types_buffer: DynamicUniformBuffer::default(),
types_bind_group: None,
}
}
}
#[derive(Debug)]
pub enum QuadOrMaterial {
Quad(ExtractedQuad),
Material(Entity),
}
impl QuadOrMaterial {
pub fn get_entity(&self) -> Entity {
match self {
QuadOrMaterial::Material(entity) => *entity,
QuadOrMaterial::Quad(quad) => quad.org_entity,
}
}
}
impl Default for QuadOrMaterial {
fn default() -> Self {
Self::Quad(ExtractedQuad::default())
}
}
#[derive(Resource, Default, Debug)]
pub struct ExtractedQuads {
layers: Vec<ZLayer>,
current_layer: usize,
current_index: usize,
children: HashMap<usize, Vec<usize>>,
parents: HashMap<usize, usize>,
}
impl ExtractedQuads {
pub fn clear(&mut self) {
self.current_index = 0;
self.current_layer = 0;
self.layers.clear();
self.children.clear();
self.parents.clear();
}
pub fn push(&mut self, quad: QuadOrMaterial) {
let layer = self.layers.get_mut(self.current_layer).unwrap();
layer.quads.push(quad);
}
pub fn extend(&mut self, quads: Vec<QuadOrMaterial>) {
let layer = self.layers.get_mut(self.current_layer).unwrap();
layer.quads.extend(quads);
}
pub fn new_layer(&mut self, z_index: Option<f32>) {
let layer = ZLayer {
custom_z: z_index.unwrap_or(0.0),
parent_id: self.current_layer,
..Default::default()
};
self.current_index = self.layers.len();
if let Some(c) = self.children.get_mut(&self.current_layer) {
c.push(self.current_index);
}
self.parents.insert(self.current_index, self.current_layer);
self.layers.push(layer);
self.current_layer = self.current_index;
self.children.insert(self.current_index, vec![]);
}
pub fn pop_stack(&mut self) {
let layer = self.layers.get_mut(self.current_layer).unwrap();
self.current_layer = layer.parent_id;
}
pub(crate) fn resolve(&mut self, commands: &mut Commands, layout_cache: &mut LayoutCache) {
let mut stack = vec![0];
#[allow(clippy::manual_while_let_some)]
while !stack.is_empty() {
let layer_id = stack.pop().unwrap();
let parent_id = self.layers.get(layer_id).map(|l| l.parent_id).unwrap();
let parent_z = {
self.layers
.get(parent_id)
.map(|l| l.custom_z)
.unwrap_or(0.0)
};
let children = self.children.get(&layer_id).cloned().unwrap_or_default();
stack.extend(children);
let layer = &mut self.layers[layer_id];
let quad_count = layer.quads.len();
layer.z = (layer_id.max(parent_id) as f32) + parent_z + layer.custom_z;
layer.custom_z = if layer.custom_z > 0.0 {
layer.custom_z
} else {
parent_z
};
for (i, quad) in layer.quads.iter_mut().enumerate() {
let current_z = layer.z + (((i + 1) as f32 / quad_count as f32) * 0.999);
match quad {
QuadOrMaterial::Material(entity) => {
commands.entity(*entity).insert(MaterialZ(current_z));
}
QuadOrMaterial::Quad(quad) => {
quad.z_index = current_z;
if quad.org_entity != Entity::PLACEHOLDER {
if let Some(layout) = layout_cache
.rect
.get_mut(&crate::node::WrappedIndex(quad.org_entity))
{
layout.z_index = Some(quad.z_index);
}
}
}
}
// Propagate z up the tree until we hit a parent with a Z value set.
// let mut has_z = false;
// let mut current_node = WrappedIndex(quad.get_entity());
// while !has_z {
// if let Some(parent) = tree.get_parent(current_node) {
// if let Some(layout) = layout_cache.rect.get_mut(&parent) {
// if layout.z_index.is_none() {
// layout.z_index = Some(current_z);
// current_node = parent;
// continue;
// }
// }
// }
// has_z = true;
// }
}
}
}
pub fn debug(&self) {
let mut items = vec![];
let mut stack = vec![0];
#[allow(clippy::manual_while_let_some)]
while !stack.is_empty() {
let layer_id = stack.pop().unwrap();
let parent_id = self.layers.get(layer_id).map(|l| l.parent_id).unwrap_or(0);
// let parent_z = {
// self.layers
// .get(self.parents.get(&parent_id).map(|id| *id).unwrap_or(0))
// .map(|l| l.z)
// .unwrap_or(0.0)
// };
let children = self.children.get(&layer_id).cloned().unwrap_or_default();
stack.extend(children);
let layer = &self.layers[layer_id];
let qt = layer
.quads
.first()
.map(|q| match q {
QuadOrMaterial::Quad(q) => q.quad_type,
_ => UIQuadType::None,
})
.unwrap_or(UIQuadType::None);
// let rect = layer
// .quads
// .first()
// .map(|q| match q {
// QuadOrMaterial::Quad(q) => q.rect,
// _ => Rect::default(),
// })
// .unwrap_or(Rect::default());
if qt != UIQuadType::None {
// items.push((layer.z, format!("{}type: {:?}, layer_id: {}, parent_id: {}, parent_z: {}, z: {}, rect: {:?}", " ".repeat(parent_id + 1), qt, layer_id, parent_id, parent_z, layer.z, rect)));
}
if !layer.quads.is_empty() {
// println!("{}Quads:", " ".repeat(parent_id + 1));
let mut last_type = UIQuadType::None;
for quad in layer.quads.iter() {
#[allow(clippy::single_match)]
match quad {
QuadOrMaterial::Quad(q) => {
if last_type != q.quad_type {
items.push((
q.z_index,
format!(
"{}Q: {:?}, c: {}, rect: {:?}, z: {}",
" ".repeat(parent_id + 1),
q.quad_type,
q.c,
q.rect,
q.z_index
),
));
last_type = q.quad_type;
}
}
_ => {}
}
}
}
}
items.sort_by(|a, b| a.0.partial_cmp(&b.0).unwrap());
for (_, item) in items.iter() {
println!("{}", item);
}
}
pub fn iter(&self) -> impl Iterator<Item = &ExtractedQuad> + '_ {
self.layers
.iter()
.flat_map(|layer| &layer.quads)
.filter_map(|quad| match &quad {
QuadOrMaterial::Material(_) => None,
QuadOrMaterial::Quad(quad) => match quad.quad_type {
UIQuadType::None => None,
_ => Some(quad),
},
})
}
}
#[derive(Component)]
pub struct MaterialZ(pub f32);
#[derive(Default, Debug)]
pub struct ZLayer {
pub z: f32,
pub custom_z: f32,
pub parent_id: usize,
pub quads: Vec<QuadOrMaterial>,
}
#[derive(Debug, Component, PartialEq, Clone)]
pub struct QuadBatch {
pub image_handle_id: Option<Handle<Image>>,
pub font_handle_id: Option<Handle<KayakFont>>,
pub quad_type: UIQuadType,
pub type_id: u32,
pub z_index: f32,
}
#[derive(Default, Resource)]
pub struct ImageBindGroups {
values: HashMap<Handle<Image>, BindGroup>,
font_values: HashMap<Handle<KayakFont>, BindGroup>,
previous_sizes: HashMap<Handle<Image>, Vec2>,
}
#[derive(Component, Debug)]
pub struct UIViewBindGroup {
pub value: BindGroup,
}
pub fn queue_ui_view_bind_groups(
mut commands: Commands,
render_device: Res<RenderDevice>,
unified_pipeline: Res<UnifiedPipeline>,
view_uniforms: Res<UIViewUniforms>,
views: Query<Entity, With<UIExtractedView>>,
globals_buffer: Res<GlobalsBuffer>,
) {
if let (Some(view_binding), Some(globals)) = (
view_uniforms.uniforms.binding(),
globals_buffer.buffer.binding(),
) {
for entity in &views {
let view_bind_group = render_device.create_bind_group(
Some("ui_view_bind_group"),
&unified_pipeline.view_layout,
&[
BindGroupEntry {
binding: 0,
resource: view_binding.clone(),
},
BindGroupEntry {
binding: 1,
resource: globals.clone(),
},
],
);
commands.entity(entity).insert(UIViewBindGroup {
value: view_bind_group,
});
}
}
}
#[derive(Resource, Default, Debug, Clone, Copy)]
pub struct QuadTypeOffsets {
pub quad_type_offset: u32,
pub text_sub_pixel_type_offset: u32,
pub text_type_offset: u32,
pub image_type_offset: u32,
pub box_shadow_type_offset: u32,
}
pub fn queue_quad_types(
mut commands: Commands,
quad_pipeline: Res<UnifiedPipeline>,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
mut quad_meta: ResMut<QuadMeta>,
) {
quad_meta.types_buffer.clear();
// sprite_meta.types_buffer.reserve(2, &render_device);
let quad_type_offset = quad_meta.types_buffer.push(&QuadType {
t: 0,
_padding_1: 0,
_padding_2: 0,
_padding_3: 0,
});
let text_sub_pixel_type_offset = quad_meta.types_buffer.push(&QuadType {
t: 1,
_padding_1: 0,
_padding_2: 0,
_padding_3: 0,
});
let text_type_offset = quad_meta.types_buffer.push(&QuadType {
t: 2,
_padding_1: 0,
_padding_2: 0,
_padding_3: 0,
});
let image_type_offset = quad_meta.types_buffer.push(&QuadType {
t: 3,
_padding_1: 0,
_padding_2: 0,
_padding_3: 0,
});
let box_shadow_type_offset = quad_meta.types_buffer.push(&QuadType {
t: 4,
_padding_1: 0,
_padding_2: 0,
_padding_3: 0,
});
let quad_type_offsets = QuadTypeOffsets {
quad_type_offset,
text_sub_pixel_type_offset,
text_type_offset,
image_type_offset,
box_shadow_type_offset,
};
commands.insert_resource(quad_type_offsets);
quad_meta
.types_buffer
.write_buffer(&render_device, &render_queue);
if let Some(type_binding) = quad_meta.types_buffer.binding() {
quad_meta.types_bind_group = Some(render_device.create_bind_group(
Some("quad_type_bind_group"),
&quad_pipeline.types_layout,
&[BindGroupEntry {
binding: 0,
resource: type_binding,
}],
));
}
}
#[derive(Resource, Default)]
pub struct PreviousClip {
pub rect: Rect,
}
#[derive(Resource, Default)]
pub struct PreviousIndex {
pub index: u32,
pub last_clip: Rect,
}
#[derive(SystemParam)]
pub struct QueueQuads<'w, 's> {
#[cfg(feature = "svg")]
render_svgs: Res<'w, RenderSvgs>,
opacity_layers: Res<'w, OpacityLayerManager>,
commands: Commands<'w, 's>,
draw_functions: Res<'w, DrawFunctions<TransparentUI>>,
draw_functions_opacity: Res<'w, DrawFunctions<TransparentOpacityUI>>,
render_device: Res<'w, RenderDevice>,
render_queue: Res<'w, RenderQueue>,
quad_meta: ResMut<'w, QuadMeta>,
quad_pipeline: Res<'w, UnifiedPipeline>,
pipelines: ResMut<'w, SpecializedRenderPipelines<UnifiedPipeline>>,
pipeline_cache: Res<'w, PipelineCache>,
extracted_quads: Res<'w, ExtractedQuads>,
views: Query<
'w,
's,
(
Entity,
&'static mut UIRenderPhase<TransparentUI>,
&'static mut UIRenderPhase<TransparentOpacityUI>,
&'static UIExtractedView,
),
>,
image_bind_groups: ResMut<'w, ImageBindGroups>,
unified_pipeline: Res<'w, UnifiedPipeline>,
gpu_images: Res<'w, RenderAssets<Image>>,
font_texture_cache: Res<'w, FontTextureCache>,
quad_type_offsets: Res<'w, QuadTypeOffsets>,
prev_clip: ResMut<'w, PreviousClip>,
prev_index: ResMut<'w, PreviousIndex>,
view_uniforms: Res<'w, UIViewUniforms>,
}
pub fn queue_quads(queue_quads: QueueQuads) {
let QueueQuads {
#[cfg(feature = "svg")]
render_svgs,
opacity_layers,
mut commands,
draw_functions,
draw_functions_opacity,
render_device,
render_queue,
mut quad_meta,
quad_pipeline,
mut pipelines,
pipeline_cache,
extracted_quads,
mut views,
mut image_bind_groups,
unified_pipeline,
gpu_images,
font_texture_cache,
quad_type_offsets,
mut prev_clip,
mut prev_index,
view_uniforms,
} = queue_quads;
if view_uniforms.uniforms.buffer().is_none() {
return;
}
let mut extracted_quads = extracted_quads.iter().collect::<Vec<_>>();
extracted_quads.sort_unstable_by(|a, b| a.z_index.partial_cmp(&b.z_index).unwrap());
// let mut last_type = UIQuadType::None;
// for (t, z, rect) in extracted_quads.iter().map(|q| (q.quad_type, q.z_index, q.rect)) {
// if !(t == UIQuadType::Text && last_type == UIQuadType::Text) {
// println!("type: {:?}, z: {}, rect: {:?}", t, z, rect);
// last_type = t;
// }
// }
let extracted_sprite_len = extracted_quads.len();
// don't create buffers when there are no quads
if extracted_sprite_len == 0 {
return;
}
quad_meta.vertices.clear();
quad_meta.vertices.reserve(
extracted_sprite_len * QUAD_VERTEX_POSITIONS.len(),
&render_device,
);
// Sort sprites by z for correct transparency and then by handle to improve batching
// NOTE: This can be done independent of views by reasonably assuming that all 2D views look along the negative-z axis in world space
let mut current_batch = QuadBatch {
image_handle_id: None,
font_handle_id: None,
quad_type: UIQuadType::None,
type_id: quad_type_offsets.quad_type_offset,
z_index: 0.0,
};
let mut current_batch_entity = Entity::PLACEHOLDER;
// Vertex buffer indices
let mut index = 0;
let mut item_start = 0;
let mut item_end = 0;
let mut old_item_start = 0;
let mut current_clip = Rect::default();
let mut last_clip = Rect::default();
let draw_quad = draw_functions.read().get_id::<DrawUI>().unwrap();
let draw_opacity_quad = draw_functions_opacity
.read()
.get_id::<DrawUITransparent>()
.unwrap();
for (camera_entity, mut transparent_phase, mut opacity_transparent_phase, view) in
views.iter_mut()
{
let key = UnifiedPipelineKey {
msaa: 1,
hdr: view.hdr,
};
let spec_pipeline = pipelines.specialize(&pipeline_cache, &quad_pipeline, key);
let mut last_quad = ExtractedQuad::default();
for quad in extracted_quads.iter() {
if quad.quad_type == UIQuadType::Clip {
prev_clip.rect = quad.rect;
}
queue_quads_inner(
&mut commands,
&render_device,
&font_texture_cache,
&opacity_layers,
&mut image_bind_groups,
&gpu_images,
&unified_pipeline,
#[cfg(feature = "svg")]
&render_svgs,
&mut transparent_phase,
&mut opacity_transparent_phase,
draw_opacity_quad,
draw_quad,
spec_pipeline,
&mut quad_meta,
quad,
camera_entity,
*quad_type_offsets,
&mut current_batch,
&mut current_batch_entity,
&mut index,
&mut item_start,
&mut item_end,
&last_quad,
&mut current_clip,
&mut old_item_start,
&mut last_clip,
);
last_quad = (*quad).clone();
}
#[allow(clippy::nonminimal_bool)]
if last_quad.quad_type != UIQuadType::Clip
&& last_quad.quad_type != UIQuadType::OpacityLayer
&& last_quad.quad_type != UIQuadType::Clip
&& current_batch_entity != Entity::PLACEHOLDER
{
commands
.entity(current_batch_entity)
.insert(current_batch.clone());
if last_quad.opacity_layer > 0 && last_quad.quad_type != UIQuadType::DrawOpacityLayer {
opacity_transparent_phase.add(TransparentOpacityUI {
draw_function: draw_opacity_quad,
pipeline: spec_pipeline,
entity: current_batch_entity,
sort_key: FloatOrd(last_quad.z_index),
quad_type: last_quad.quad_type,
type_index: last_quad.quad_type.get_type_index(&quad_type_offsets),
rect: last_clip,
batch_range: Some(old_item_start..item_end),