-
-
Notifications
You must be signed in to change notification settings - Fork 3.7k
/
mod.rs
159 lines (146 loc) · 5.41 KB
/
mod.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
use crate::Node;
use bevy_asset::{Assets, HandleUntyped};
use bevy_ecs::Resources;
use bevy_reflect::TypeUuid;
use bevy_render::{
camera::ActiveCameras,
pass::{
LoadOp, Operations, PassDescriptor, RenderPassDepthStencilAttachmentDescriptor,
TextureAttachment,
},
pipeline::*,
prelude::Msaa,
render_graph::{
base, CameraNode, PassNode, RenderGraph, RenderResourcesNode, WindowSwapChainNode,
WindowTextureNode,
},
shader::{Shader, ShaderStage, ShaderStages},
texture::TextureFormat,
};
pub const UI_PIPELINE_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(PipelineDescriptor::TYPE_UUID, 3234320022263993878);
pub fn build_ui_pipeline(shaders: &mut Assets<Shader>) -> PipelineDescriptor {
PipelineDescriptor {
rasterization_state: Some(RasterizationStateDescriptor {
front_face: FrontFace::Ccw,
cull_mode: CullMode::Back,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
clamp_depth: false,
}),
depth_stencil_state: Some(DepthStencilStateDescriptor {
format: TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: CompareFunction::Less,
stencil: StencilStateDescriptor {
front: StencilStateFaceDescriptor::IGNORE,
back: StencilStateFaceDescriptor::IGNORE,
read_mask: 0,
write_mask: 0,
},
}),
color_states: vec![ColorStateDescriptor {
format: TextureFormat::default(),
color_blend: BlendDescriptor {
src_factor: BlendFactor::SrcAlpha,
dst_factor: BlendFactor::OneMinusSrcAlpha,
operation: BlendOperation::Add,
},
alpha_blend: BlendDescriptor {
src_factor: BlendFactor::One,
dst_factor: BlendFactor::One,
operation: BlendOperation::Add,
},
write_mask: ColorWrite::ALL,
}],
..PipelineDescriptor::new(ShaderStages {
vertex: shaders.add(Shader::from_glsl(
ShaderStage::Vertex,
include_str!("ui.vert"),
)),
fragment: Some(shaders.add(Shader::from_glsl(
ShaderStage::Fragment,
include_str!("ui.frag"),
))),
})
}
}
pub mod node {
pub const CAMERA_UI: &str = "camera_ui";
pub const NODE: &str = "node";
pub const UI_PASS: &str = "ui_pass";
}
pub mod camera {
pub const CAMERA_UI: &str = "CameraUi";
}
pub trait UiRenderGraphBuilder {
fn add_ui_graph(&mut self, resources: &Resources) -> &mut Self;
}
impl UiRenderGraphBuilder for RenderGraph {
fn add_ui_graph(&mut self, resources: &Resources) -> &mut Self {
let mut pipelines = resources.get_mut::<Assets<PipelineDescriptor>>().unwrap();
let mut shaders = resources.get_mut::<Assets<Shader>>().unwrap();
let msaa = resources.get::<Msaa>().unwrap();
pipelines.set_untracked(UI_PIPELINE_HANDLE, build_ui_pipeline(&mut shaders));
let mut ui_pass_node = PassNode::<&Node>::new(PassDescriptor {
color_attachments: vec![msaa.color_attachment_descriptor(
TextureAttachment::Input("color_attachment".to_string()),
TextureAttachment::Input("color_resolve_target".to_string()),
Operations {
load: LoadOp::Load,
store: true,
},
)],
depth_stencil_attachment: Some(RenderPassDepthStencilAttachmentDescriptor {
attachment: TextureAttachment::Input("depth".to_string()),
depth_ops: Some(Operations {
load: LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}),
sample_count: msaa.samples,
});
ui_pass_node.add_camera(camera::CAMERA_UI);
self.add_node(node::UI_PASS, ui_pass_node);
self.add_slot_edge(
base::node::PRIMARY_SWAP_CHAIN,
WindowSwapChainNode::OUT_TEXTURE,
node::UI_PASS,
if msaa.samples > 1 {
"color_resolve_target"
} else {
"color_attachment"
},
)
.unwrap();
self.add_slot_edge(
base::node::MAIN_DEPTH_TEXTURE,
WindowTextureNode::OUT_TEXTURE,
node::UI_PASS,
"depth",
)
.unwrap();
if msaa.samples > 1 {
self.add_slot_edge(
base::node::MAIN_SAMPLED_COLOR_ATTACHMENT,
WindowSwapChainNode::OUT_TEXTURE,
node::UI_PASS,
"color_attachment",
)
.unwrap();
}
// ensure ui pass runs after main pass
self.add_node_edge(base::node::MAIN_PASS, node::UI_PASS)
.unwrap();
// setup ui camera
self.add_system_node(node::CAMERA_UI, CameraNode::new(camera::CAMERA_UI));
self.add_node_edge(node::CAMERA_UI, node::UI_PASS).unwrap();
self.add_system_node(node::NODE, RenderResourcesNode::<Node>::new(true));
self.add_node_edge(node::NODE, node::UI_PASS).unwrap();
let mut active_cameras = resources.get_mut::<ActiveCameras>().unwrap();
active_cameras.add(camera::CAMERA_UI);
self
}
}