 7ae36a99c8
			
		
	
	
		7ae36a99c8
		
			
		
	
	
	
	
		
			
			# Objective https://github.com/bevyengine/bevy/pull/5103 caused a bug where `Sprite::rect` was ignored by the engine. (Did nothing) ## Solution My solution changes the way how Bevy calculates the rect, based on this table: | `atlas_rect` | `Sprite::rect` | Result | |--------------|----------------|------------------------------------------------------| | `None` | `None` | `None` | | `None` | `Some` | `Sprite::rect` | | `Some` | `None` | `atlas_rect` | | `Some` | `Some` | `Sprite::rect` is used, relative to `atlas_rect.min` |
		
			
				
	
	
		
			825 lines
		
	
	
		
			30 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			825 lines
		
	
	
		
			30 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use std::ops::Range;
 | |
| 
 | |
| use crate::{
 | |
|     texture_atlas::{TextureAtlas, TextureAtlasLayout},
 | |
|     ComputedTextureSlices, Sprite, SPRITE_SHADER_HANDLE,
 | |
| };
 | |
| use bevy_asset::{AssetEvent, AssetId, Assets, Handle};
 | |
| use bevy_core_pipeline::{
 | |
|     core_2d::Transparent2d,
 | |
|     tonemapping::{DebandDither, Tonemapping},
 | |
| };
 | |
| use bevy_ecs::{
 | |
|     prelude::*,
 | |
|     system::{lifetimeless::*, SystemParamItem, SystemState},
 | |
| };
 | |
| use bevy_math::{Affine3A, Quat, Rect, Vec2, Vec4};
 | |
| use bevy_render::{
 | |
|     color::Color,
 | |
|     render_asset::RenderAssets,
 | |
|     render_phase::{
 | |
|         DrawFunctions, PhaseItem, RenderCommand, RenderCommandResult, RenderPhase, SetItemPipeline,
 | |
|         TrackedRenderPass,
 | |
|     },
 | |
|     render_resource::{
 | |
|         binding_types::{sampler, texture_2d, uniform_buffer},
 | |
|         BindGroupEntries, *,
 | |
|     },
 | |
|     renderer::{RenderDevice, RenderQueue},
 | |
|     texture::{
 | |
|         BevyDefault, DefaultImageSampler, GpuImage, Image, ImageSampler, TextureFormatPixelInfo,
 | |
|     },
 | |
|     view::{
 | |
|         ExtractedView, Msaa, ViewTarget, ViewUniform, ViewUniformOffset, ViewUniforms,
 | |
|         ViewVisibility, VisibleEntities,
 | |
|     },
 | |
|     Extract,
 | |
| };
 | |
| use bevy_transform::components::GlobalTransform;
 | |
| use bevy_utils::{EntityHashMap, FloatOrd, HashMap};
 | |
| use bytemuck::{Pod, Zeroable};
 | |
| use fixedbitset::FixedBitSet;
 | |
| 
 | |
| #[derive(Resource)]
 | |
| pub struct SpritePipeline {
 | |
|     view_layout: BindGroupLayout,
 | |
|     material_layout: BindGroupLayout,
 | |
|     pub dummy_white_gpu_image: GpuImage,
 | |
| }
 | |
| 
 | |
| impl FromWorld for SpritePipeline {
 | |
|     fn from_world(world: &mut World) -> Self {
 | |
|         let mut system_state: SystemState<(
 | |
|             Res<RenderDevice>,
 | |
|             Res<DefaultImageSampler>,
 | |
|             Res<RenderQueue>,
 | |
|         )> = SystemState::new(world);
 | |
|         let (render_device, default_sampler, render_queue) = system_state.get_mut(world);
 | |
| 
 | |
|         let view_layout = render_device.create_bind_group_layout(
 | |
|             "sprite_view_layout",
 | |
|             &BindGroupLayoutEntries::single(
 | |
|                 ShaderStages::VERTEX_FRAGMENT,
 | |
|                 uniform_buffer::<ViewUniform>(true),
 | |
|             ),
 | |
|         );
 | |
| 
 | |
|         let material_layout = render_device.create_bind_group_layout(
 | |
|             "sprite_material_layout",
 | |
|             &BindGroupLayoutEntries::sequential(
 | |
|                 ShaderStages::FRAGMENT,
 | |
|                 (
 | |
|                     texture_2d(TextureSampleType::Float { filterable: true }),
 | |
|                     sampler(SamplerBindingType::Filtering),
 | |
|                 ),
 | |
|             ),
 | |
|         );
 | |
|         let dummy_white_gpu_image = {
 | |
|             let image = Image::default();
 | |
|             let texture = render_device.create_texture(&image.texture_descriptor);
 | |
|             let sampler = match image.sampler {
 | |
|                 ImageSampler::Default => (**default_sampler).clone(),
 | |
|                 ImageSampler::Descriptor(ref descriptor) => {
 | |
|                     render_device.create_sampler(&descriptor.as_wgpu())
 | |
|                 }
 | |
|             };
 | |
| 
 | |
|             let format_size = image.texture_descriptor.format.pixel_size();
 | |
|             render_queue.write_texture(
 | |
|                 texture.as_image_copy(),
 | |
|                 &image.data,
 | |
|                 ImageDataLayout {
 | |
|                     offset: 0,
 | |
|                     bytes_per_row: Some(image.width() * format_size as u32),
 | |
|                     rows_per_image: None,
 | |
|                 },
 | |
|                 image.texture_descriptor.size,
 | |
|             );
 | |
|             let texture_view = texture.create_view(&TextureViewDescriptor::default());
 | |
|             GpuImage {
 | |
|                 texture,
 | |
|                 texture_view,
 | |
|                 texture_format: image.texture_descriptor.format,
 | |
|                 sampler,
 | |
|                 size: image.size_f32(),
 | |
|                 mip_level_count: image.texture_descriptor.mip_level_count,
 | |
|             }
 | |
|         };
 | |
| 
 | |
|         SpritePipeline {
 | |
|             view_layout,
 | |
|             material_layout,
 | |
|             dummy_white_gpu_image,
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| bitflags::bitflags! {
 | |
|     #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
 | |
|     #[repr(transparent)]
 | |
|     // NOTE: Apparently quadro drivers support up to 64x MSAA.
 | |
|     // MSAA uses the highest 3 bits for the MSAA log2(sample count) to support up to 128x MSAA.
 | |
|     pub struct SpritePipelineKey: u32 {
 | |
|         const NONE                              = 0;
 | |
|         const COLORED                           = 1 << 0;
 | |
|         const HDR                               = 1 << 1;
 | |
|         const TONEMAP_IN_SHADER                 = 1 << 2;
 | |
|         const DEBAND_DITHER                     = 1 << 3;
 | |
|         const MSAA_RESERVED_BITS                = Self::MSAA_MASK_BITS << Self::MSAA_SHIFT_BITS;
 | |
|         const TONEMAP_METHOD_RESERVED_BITS      = Self::TONEMAP_METHOD_MASK_BITS << Self::TONEMAP_METHOD_SHIFT_BITS;
 | |
|         const TONEMAP_METHOD_NONE               = 0 << Self::TONEMAP_METHOD_SHIFT_BITS;
 | |
|         const TONEMAP_METHOD_REINHARD           = 1 << Self::TONEMAP_METHOD_SHIFT_BITS;
 | |
|         const TONEMAP_METHOD_REINHARD_LUMINANCE = 2 << Self::TONEMAP_METHOD_SHIFT_BITS;
 | |
|         const TONEMAP_METHOD_ACES_FITTED        = 3 << Self::TONEMAP_METHOD_SHIFT_BITS;
 | |
|         const TONEMAP_METHOD_AGX                = 4 << Self::TONEMAP_METHOD_SHIFT_BITS;
 | |
|         const TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM = 5 << Self::TONEMAP_METHOD_SHIFT_BITS;
 | |
|         const TONEMAP_METHOD_TONY_MC_MAPFACE    = 6 << Self::TONEMAP_METHOD_SHIFT_BITS;
 | |
|         const TONEMAP_METHOD_BLENDER_FILMIC     = 7 << Self::TONEMAP_METHOD_SHIFT_BITS;
 | |
|     }
 | |
| }
 | |
| 
 | |
| impl SpritePipelineKey {
 | |
|     const MSAA_MASK_BITS: u32 = 0b111;
 | |
|     const MSAA_SHIFT_BITS: u32 = 32 - Self::MSAA_MASK_BITS.count_ones();
 | |
|     const TONEMAP_METHOD_MASK_BITS: u32 = 0b111;
 | |
|     const TONEMAP_METHOD_SHIFT_BITS: u32 =
 | |
|         Self::MSAA_SHIFT_BITS - Self::TONEMAP_METHOD_MASK_BITS.count_ones();
 | |
| 
 | |
|     #[inline]
 | |
|     pub const fn from_msaa_samples(msaa_samples: u32) -> Self {
 | |
|         let msaa_bits =
 | |
|             (msaa_samples.trailing_zeros() & Self::MSAA_MASK_BITS) << Self::MSAA_SHIFT_BITS;
 | |
|         Self::from_bits_retain(msaa_bits)
 | |
|     }
 | |
| 
 | |
|     #[inline]
 | |
|     pub const fn msaa_samples(&self) -> u32 {
 | |
|         1 << ((self.bits() >> Self::MSAA_SHIFT_BITS) & Self::MSAA_MASK_BITS)
 | |
|     }
 | |
| 
 | |
|     #[inline]
 | |
|     pub const fn from_colored(colored: bool) -> Self {
 | |
|         if colored {
 | |
|             SpritePipelineKey::COLORED
 | |
|         } else {
 | |
|             SpritePipelineKey::NONE
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     #[inline]
 | |
|     pub const fn from_hdr(hdr: bool) -> Self {
 | |
|         if hdr {
 | |
|             SpritePipelineKey::HDR
 | |
|         } else {
 | |
|             SpritePipelineKey::NONE
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| impl SpecializedRenderPipeline for SpritePipeline {
 | |
|     type Key = SpritePipelineKey;
 | |
| 
 | |
|     fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
 | |
|         let mut shader_defs = Vec::new();
 | |
|         if key.contains(SpritePipelineKey::TONEMAP_IN_SHADER) {
 | |
|             shader_defs.push("TONEMAP_IN_SHADER".into());
 | |
| 
 | |
|             let method = key.intersection(SpritePipelineKey::TONEMAP_METHOD_RESERVED_BITS);
 | |
| 
 | |
|             if method == SpritePipelineKey::TONEMAP_METHOD_NONE {
 | |
|                 shader_defs.push("TONEMAP_METHOD_NONE".into());
 | |
|             } else if method == SpritePipelineKey::TONEMAP_METHOD_REINHARD {
 | |
|                 shader_defs.push("TONEMAP_METHOD_REINHARD".into());
 | |
|             } else if method == SpritePipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE {
 | |
|                 shader_defs.push("TONEMAP_METHOD_REINHARD_LUMINANCE".into());
 | |
|             } else if method == SpritePipelineKey::TONEMAP_METHOD_ACES_FITTED {
 | |
|                 shader_defs.push("TONEMAP_METHOD_ACES_FITTED".into());
 | |
|             } else if method == SpritePipelineKey::TONEMAP_METHOD_AGX {
 | |
|                 shader_defs.push("TONEMAP_METHOD_AGX".into());
 | |
|             } else if method == SpritePipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM
 | |
|             {
 | |
|                 shader_defs.push("TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM".into());
 | |
|             } else if method == SpritePipelineKey::TONEMAP_METHOD_BLENDER_FILMIC {
 | |
|                 shader_defs.push("TONEMAP_METHOD_BLENDER_FILMIC".into());
 | |
|             } else if method == SpritePipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE {
 | |
|                 shader_defs.push("TONEMAP_METHOD_TONY_MC_MAPFACE".into());
 | |
|             }
 | |
| 
 | |
|             // Debanding is tied to tonemapping in the shader, cannot run without it.
 | |
|             if key.contains(SpritePipelineKey::DEBAND_DITHER) {
 | |
|                 shader_defs.push("DEBAND_DITHER".into());
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         let format = match key.contains(SpritePipelineKey::HDR) {
 | |
|             true => ViewTarget::TEXTURE_FORMAT_HDR,
 | |
|             false => TextureFormat::bevy_default(),
 | |
|         };
 | |
| 
 | |
|         let instance_rate_vertex_buffer_layout = VertexBufferLayout {
 | |
|             array_stride: 80,
 | |
|             step_mode: VertexStepMode::Instance,
 | |
|             attributes: vec![
 | |
|                 // @location(0) i_model_transpose_col0: vec4<f32>,
 | |
|                 VertexAttribute {
 | |
|                     format: VertexFormat::Float32x4,
 | |
|                     offset: 0,
 | |
|                     shader_location: 0,
 | |
|                 },
 | |
|                 // @location(1) i_model_transpose_col1: vec4<f32>,
 | |
|                 VertexAttribute {
 | |
|                     format: VertexFormat::Float32x4,
 | |
|                     offset: 16,
 | |
|                     shader_location: 1,
 | |
|                 },
 | |
|                 // @location(2) i_model_transpose_col2: vec4<f32>,
 | |
|                 VertexAttribute {
 | |
|                     format: VertexFormat::Float32x4,
 | |
|                     offset: 32,
 | |
|                     shader_location: 2,
 | |
|                 },
 | |
|                 // @location(3) i_color: vec4<f32>,
 | |
|                 VertexAttribute {
 | |
|                     format: VertexFormat::Float32x4,
 | |
|                     offset: 48,
 | |
|                     shader_location: 3,
 | |
|                 },
 | |
|                 // @location(4) i_uv_offset_scale: vec4<f32>,
 | |
|                 VertexAttribute {
 | |
|                     format: VertexFormat::Float32x4,
 | |
|                     offset: 64,
 | |
|                     shader_location: 4,
 | |
|                 },
 | |
|             ],
 | |
|         };
 | |
| 
 | |
|         RenderPipelineDescriptor {
 | |
|             vertex: VertexState {
 | |
|                 shader: SPRITE_SHADER_HANDLE,
 | |
|                 entry_point: "vertex".into(),
 | |
|                 shader_defs: shader_defs.clone(),
 | |
|                 buffers: vec![instance_rate_vertex_buffer_layout],
 | |
|             },
 | |
|             fragment: Some(FragmentState {
 | |
|                 shader: SPRITE_SHADER_HANDLE,
 | |
|                 shader_defs,
 | |
|                 entry_point: "fragment".into(),
 | |
|                 targets: vec![Some(ColorTargetState {
 | |
|                     format,
 | |
|                     blend: Some(BlendState::ALPHA_BLENDING),
 | |
|                     write_mask: ColorWrites::ALL,
 | |
|                 })],
 | |
|             }),
 | |
|             layout: vec![self.view_layout.clone(), self.material_layout.clone()],
 | |
|             primitive: PrimitiveState {
 | |
|                 front_face: FrontFace::Ccw,
 | |
|                 cull_mode: None,
 | |
|                 unclipped_depth: false,
 | |
|                 polygon_mode: PolygonMode::Fill,
 | |
|                 conservative: false,
 | |
|                 topology: PrimitiveTopology::TriangleList,
 | |
|                 strip_index_format: None,
 | |
|             },
 | |
|             depth_stencil: None,
 | |
|             multisample: MultisampleState {
 | |
|                 count: key.msaa_samples(),
 | |
|                 mask: !0,
 | |
|                 alpha_to_coverage_enabled: false,
 | |
|             },
 | |
|             label: Some("sprite_pipeline".into()),
 | |
|             push_constant_ranges: Vec::new(),
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| pub struct ExtractedSprite {
 | |
|     pub transform: GlobalTransform,
 | |
|     pub color: Color,
 | |
|     /// Select an area of the texture
 | |
|     pub rect: Option<Rect>,
 | |
|     /// Change the on-screen size of the sprite
 | |
|     pub custom_size: Option<Vec2>,
 | |
|     /// Asset ID of the [`Image`] of this sprite
 | |
|     /// PERF: storing an `AssetId` instead of `Handle<Image>` enables some optimizations (`ExtractedSprite` becomes `Copy` and doesn't need to be dropped)
 | |
|     pub image_handle_id: AssetId<Image>,
 | |
|     pub flip_x: bool,
 | |
|     pub flip_y: bool,
 | |
|     pub anchor: Vec2,
 | |
|     /// For cases where additional ExtractedSprites are created during extraction, this stores the
 | |
|     /// entity that caused that creation for use in determining visibility.
 | |
|     pub original_entity: Option<Entity>,
 | |
| }
 | |
| 
 | |
| #[derive(Resource, Default)]
 | |
| pub struct ExtractedSprites {
 | |
|     pub sprites: EntityHashMap<Entity, ExtractedSprite>,
 | |
| }
 | |
| 
 | |
| #[derive(Resource, Default)]
 | |
| pub struct SpriteAssetEvents {
 | |
|     pub images: Vec<AssetEvent<Image>>,
 | |
| }
 | |
| 
 | |
| pub fn extract_sprite_events(
 | |
|     mut events: ResMut<SpriteAssetEvents>,
 | |
|     mut image_events: Extract<EventReader<AssetEvent<Image>>>,
 | |
| ) {
 | |
|     let SpriteAssetEvents { ref mut images } = *events;
 | |
|     images.clear();
 | |
| 
 | |
|     for event in image_events.read() {
 | |
|         images.push(*event);
 | |
|     }
 | |
| }
 | |
| 
 | |
| pub fn extract_sprites(
 | |
|     mut commands: Commands,
 | |
|     mut extracted_sprites: ResMut<ExtractedSprites>,
 | |
|     texture_atlases: Extract<Res<Assets<TextureAtlasLayout>>>,
 | |
|     sprite_query: Extract<
 | |
|         Query<(
 | |
|             Entity,
 | |
|             &ViewVisibility,
 | |
|             &Sprite,
 | |
|             &GlobalTransform,
 | |
|             &Handle<Image>,
 | |
|             Option<&TextureAtlas>,
 | |
|             Option<&ComputedTextureSlices>,
 | |
|         )>,
 | |
|     >,
 | |
| ) {
 | |
|     extracted_sprites.sprites.clear();
 | |
|     for (entity, view_visibility, sprite, transform, handle, sheet, slices) in sprite_query.iter() {
 | |
|         if !view_visibility.get() {
 | |
|             continue;
 | |
|         }
 | |
| 
 | |
|         if let Some(slices) = slices {
 | |
|             extracted_sprites.sprites.extend(
 | |
|                 slices
 | |
|                     .extract_sprites(transform, entity, sprite, handle)
 | |
|                     .map(|e| (commands.spawn_empty().id(), e)),
 | |
|             );
 | |
|         } else {
 | |
|             let atlas_rect = sheet.and_then(|s| s.texture_rect(&texture_atlases));
 | |
|             let rect = match (atlas_rect, sprite.rect) {
 | |
|                 (None, None) => None,
 | |
|                 (None, Some(sprite_rect)) => Some(sprite_rect),
 | |
|                 (Some(atlas_rect), None) => Some(atlas_rect),
 | |
|                 (Some(atlas_rect), Some(mut sprite_rect)) => {
 | |
|                     sprite_rect.min += atlas_rect.min;
 | |
|                     sprite_rect.max += atlas_rect.min;
 | |
| 
 | |
|                     Some(sprite_rect)
 | |
|                 }
 | |
|             };
 | |
| 
 | |
|             // PERF: we don't check in this function that the `Image` asset is ready, since it should be in most cases and hashing the handle is expensive
 | |
|             extracted_sprites.sprites.insert(
 | |
|                 entity,
 | |
|                 ExtractedSprite {
 | |
|                     color: sprite.color,
 | |
|                     transform: *transform,
 | |
|                     rect,
 | |
|                     // Pass the custom size
 | |
|                     custom_size: sprite.custom_size,
 | |
|                     flip_x: sprite.flip_x,
 | |
|                     flip_y: sprite.flip_y,
 | |
|                     image_handle_id: handle.id(),
 | |
|                     anchor: sprite.anchor.as_vec(),
 | |
|                     original_entity: None,
 | |
|                 },
 | |
|             );
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| #[repr(C)]
 | |
| #[derive(Copy, Clone, Pod, Zeroable)]
 | |
| struct SpriteInstance {
 | |
|     // Affine 4x3 transposed to 3x4
 | |
|     pub i_model_transpose: [Vec4; 3],
 | |
|     pub i_color: [f32; 4],
 | |
|     pub i_uv_offset_scale: [f32; 4],
 | |
| }
 | |
| 
 | |
| impl SpriteInstance {
 | |
|     #[inline]
 | |
|     fn from(transform: &Affine3A, color: &Color, uv_offset_scale: &Vec4) -> Self {
 | |
|         let transpose_model_3x3 = transform.matrix3.transpose();
 | |
|         Self {
 | |
|             i_model_transpose: [
 | |
|                 transpose_model_3x3.x_axis.extend(transform.translation.x),
 | |
|                 transpose_model_3x3.y_axis.extend(transform.translation.y),
 | |
|                 transpose_model_3x3.z_axis.extend(transform.translation.z),
 | |
|             ],
 | |
|             i_color: color.as_linear_rgba_f32(),
 | |
|             i_uv_offset_scale: uv_offset_scale.to_array(),
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| #[derive(Resource)]
 | |
| pub struct SpriteMeta {
 | |
|     view_bind_group: Option<BindGroup>,
 | |
|     sprite_index_buffer: BufferVec<u32>,
 | |
|     sprite_instance_buffer: BufferVec<SpriteInstance>,
 | |
| }
 | |
| 
 | |
| impl Default for SpriteMeta {
 | |
|     fn default() -> Self {
 | |
|         Self {
 | |
|             view_bind_group: None,
 | |
|             sprite_index_buffer: BufferVec::<u32>::new(BufferUsages::INDEX),
 | |
|             sprite_instance_buffer: BufferVec::<SpriteInstance>::new(BufferUsages::VERTEX),
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| #[derive(Component, PartialEq, Eq, Clone)]
 | |
| pub struct SpriteBatch {
 | |
|     image_handle_id: AssetId<Image>,
 | |
|     range: Range<u32>,
 | |
| }
 | |
| 
 | |
| #[derive(Resource, Default)]
 | |
| pub struct ImageBindGroups {
 | |
|     values: HashMap<AssetId<Image>, BindGroup>,
 | |
| }
 | |
| 
 | |
| #[allow(clippy::too_many_arguments)]
 | |
| pub fn queue_sprites(
 | |
|     mut view_entities: Local<FixedBitSet>,
 | |
|     draw_functions: Res<DrawFunctions<Transparent2d>>,
 | |
|     sprite_pipeline: Res<SpritePipeline>,
 | |
|     mut pipelines: ResMut<SpecializedRenderPipelines<SpritePipeline>>,
 | |
|     pipeline_cache: Res<PipelineCache>,
 | |
|     msaa: Res<Msaa>,
 | |
|     extracted_sprites: Res<ExtractedSprites>,
 | |
|     mut views: Query<(
 | |
|         &mut RenderPhase<Transparent2d>,
 | |
|         &VisibleEntities,
 | |
|         &ExtractedView,
 | |
|         Option<&Tonemapping>,
 | |
|         Option<&DebandDither>,
 | |
|     )>,
 | |
| ) {
 | |
|     let msaa_key = SpritePipelineKey::from_msaa_samples(msaa.samples());
 | |
| 
 | |
|     let draw_sprite_function = draw_functions.read().id::<DrawSprite>();
 | |
| 
 | |
|     for (mut transparent_phase, visible_entities, view, tonemapping, dither) in &mut views {
 | |
|         let mut view_key = SpritePipelineKey::from_hdr(view.hdr) | msaa_key;
 | |
| 
 | |
|         if !view.hdr {
 | |
|             if let Some(tonemapping) = tonemapping {
 | |
|                 view_key |= SpritePipelineKey::TONEMAP_IN_SHADER;
 | |
|                 view_key |= match tonemapping {
 | |
|                     Tonemapping::None => SpritePipelineKey::TONEMAP_METHOD_NONE,
 | |
|                     Tonemapping::Reinhard => SpritePipelineKey::TONEMAP_METHOD_REINHARD,
 | |
|                     Tonemapping::ReinhardLuminance => {
 | |
|                         SpritePipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE
 | |
|                     }
 | |
|                     Tonemapping::AcesFitted => SpritePipelineKey::TONEMAP_METHOD_ACES_FITTED,
 | |
|                     Tonemapping::AgX => SpritePipelineKey::TONEMAP_METHOD_AGX,
 | |
|                     Tonemapping::SomewhatBoringDisplayTransform => {
 | |
|                         SpritePipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM
 | |
|                     }
 | |
|                     Tonemapping::TonyMcMapface => SpritePipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE,
 | |
|                     Tonemapping::BlenderFilmic => SpritePipelineKey::TONEMAP_METHOD_BLENDER_FILMIC,
 | |
|                 };
 | |
|             }
 | |
|             if let Some(DebandDither::Enabled) = dither {
 | |
|                 view_key |= SpritePipelineKey::DEBAND_DITHER;
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         let pipeline = pipelines.specialize(
 | |
|             &pipeline_cache,
 | |
|             &sprite_pipeline,
 | |
|             view_key | SpritePipelineKey::from_colored(false),
 | |
|         );
 | |
|         let colored_pipeline = pipelines.specialize(
 | |
|             &pipeline_cache,
 | |
|             &sprite_pipeline,
 | |
|             view_key | SpritePipelineKey::from_colored(true),
 | |
|         );
 | |
| 
 | |
|         view_entities.clear();
 | |
|         view_entities.extend(visible_entities.entities.iter().map(|e| e.index() as usize));
 | |
| 
 | |
|         transparent_phase
 | |
|             .items
 | |
|             .reserve(extracted_sprites.sprites.len());
 | |
| 
 | |
|         for (entity, extracted_sprite) in extracted_sprites.sprites.iter() {
 | |
|             let index = extracted_sprite.original_entity.unwrap_or(*entity).index();
 | |
| 
 | |
|             if !view_entities.contains(index as usize) {
 | |
|                 continue;
 | |
|             }
 | |
| 
 | |
|             // These items will be sorted by depth with other phase items
 | |
|             let sort_key = FloatOrd(extracted_sprite.transform.translation().z);
 | |
| 
 | |
|             // Add the item to the render phase
 | |
|             if extracted_sprite.color != Color::WHITE {
 | |
|                 transparent_phase.add(Transparent2d {
 | |
|                     draw_function: draw_sprite_function,
 | |
|                     pipeline: colored_pipeline,
 | |
|                     entity: *entity,
 | |
|                     sort_key,
 | |
|                     // batch_range and dynamic_offset will be calculated in prepare_sprites
 | |
|                     batch_range: 0..0,
 | |
|                     dynamic_offset: None,
 | |
|                 });
 | |
|             } else {
 | |
|                 transparent_phase.add(Transparent2d {
 | |
|                     draw_function: draw_sprite_function,
 | |
|                     pipeline,
 | |
|                     entity: *entity,
 | |
|                     sort_key,
 | |
|                     // batch_range and dynamic_offset will be calculated in prepare_sprites
 | |
|                     batch_range: 0..0,
 | |
|                     dynamic_offset: None,
 | |
|                 });
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| #[allow(clippy::too_many_arguments)]
 | |
| pub fn prepare_sprites(
 | |
|     mut commands: Commands,
 | |
|     mut previous_len: Local<usize>,
 | |
|     render_device: Res<RenderDevice>,
 | |
|     render_queue: Res<RenderQueue>,
 | |
|     mut sprite_meta: ResMut<SpriteMeta>,
 | |
|     view_uniforms: Res<ViewUniforms>,
 | |
|     sprite_pipeline: Res<SpritePipeline>,
 | |
|     mut image_bind_groups: ResMut<ImageBindGroups>,
 | |
|     gpu_images: Res<RenderAssets<Image>>,
 | |
|     extracted_sprites: Res<ExtractedSprites>,
 | |
|     mut phases: Query<&mut RenderPhase<Transparent2d>>,
 | |
|     events: Res<SpriteAssetEvents>,
 | |
| ) {
 | |
|     // If an image has changed, the GpuImage has (probably) changed
 | |
|     for event in &events.images {
 | |
|         match event {
 | |
|             AssetEvent::Added { .. } |
 | |
|             AssetEvent::Unused { .. } |
 | |
|             // Images don't have dependencies
 | |
|             AssetEvent::LoadedWithDependencies { .. } => {}
 | |
|             AssetEvent::Modified { id } | AssetEvent::Removed { id } => {
 | |
|                 image_bind_groups.values.remove(id);
 | |
|             }
 | |
|         };
 | |
|     }
 | |
| 
 | |
|     if let Some(view_binding) = view_uniforms.uniforms.binding() {
 | |
|         let mut batches: Vec<(Entity, SpriteBatch)> = Vec::with_capacity(*previous_len);
 | |
| 
 | |
|         // Clear the sprite instances
 | |
|         sprite_meta.sprite_instance_buffer.clear();
 | |
| 
 | |
|         sprite_meta.view_bind_group = Some(render_device.create_bind_group(
 | |
|             "sprite_view_bind_group",
 | |
|             &sprite_pipeline.view_layout,
 | |
|             &BindGroupEntries::single(view_binding),
 | |
|         ));
 | |
| 
 | |
|         // Index buffer indices
 | |
|         let mut index = 0;
 | |
| 
 | |
|         let image_bind_groups = &mut *image_bind_groups;
 | |
| 
 | |
|         for mut transparent_phase in &mut phases {
 | |
|             let mut batch_item_index = 0;
 | |
|             let mut batch_image_size = Vec2::ZERO;
 | |
|             let mut batch_image_handle = AssetId::invalid();
 | |
| 
 | |
|             // Iterate through the phase items and detect when successive sprites that can be batched.
 | |
|             // Spawn an entity with a `SpriteBatch` component for each possible batch.
 | |
|             // Compatible items share the same entity.
 | |
|             for item_index in 0..transparent_phase.items.len() {
 | |
|                 let item = &transparent_phase.items[item_index];
 | |
|                 let Some(extracted_sprite) = extracted_sprites.sprites.get(&item.entity) else {
 | |
|                     // If there is a phase item that is not a sprite, then we must start a new
 | |
|                     // batch to draw the other phase item(s) and to respect draw order. This can be
 | |
|                     // done by invalidating the batch_image_handle
 | |
|                     batch_image_handle = AssetId::invalid();
 | |
|                     continue;
 | |
|                 };
 | |
| 
 | |
|                 let batch_image_changed = batch_image_handle != extracted_sprite.image_handle_id;
 | |
|                 if batch_image_changed {
 | |
|                     let Some(gpu_image) = gpu_images.get(extracted_sprite.image_handle_id) else {
 | |
|                         continue;
 | |
|                     };
 | |
| 
 | |
|                     batch_image_size = Vec2::new(gpu_image.size.x, gpu_image.size.y);
 | |
|                     batch_image_handle = extracted_sprite.image_handle_id;
 | |
|                     image_bind_groups
 | |
|                         .values
 | |
|                         .entry(batch_image_handle)
 | |
|                         .or_insert_with(|| {
 | |
|                             render_device.create_bind_group(
 | |
|                                 "sprite_material_bind_group",
 | |
|                                 &sprite_pipeline.material_layout,
 | |
|                                 &BindGroupEntries::sequential((
 | |
|                                     &gpu_image.texture_view,
 | |
|                                     &gpu_image.sampler,
 | |
|                                 )),
 | |
|                             )
 | |
|                         });
 | |
|                 }
 | |
| 
 | |
|                 // By default, the size of the quad is the size of the texture
 | |
|                 let mut quad_size = batch_image_size;
 | |
| 
 | |
|                 // Calculate vertex data for this item
 | |
|                 let mut uv_offset_scale: Vec4;
 | |
| 
 | |
|                 // If a rect is specified, adjust UVs and the size of the quad
 | |
|                 if let Some(rect) = extracted_sprite.rect {
 | |
|                     let rect_size = rect.size();
 | |
|                     uv_offset_scale = Vec4::new(
 | |
|                         rect.min.x / batch_image_size.x,
 | |
|                         rect.max.y / batch_image_size.y,
 | |
|                         rect_size.x / batch_image_size.x,
 | |
|                         -rect_size.y / batch_image_size.y,
 | |
|                     );
 | |
|                     quad_size = rect_size;
 | |
|                 } else {
 | |
|                     uv_offset_scale = Vec4::new(0.0, 1.0, 1.0, -1.0);
 | |
|                 }
 | |
| 
 | |
|                 if extracted_sprite.flip_x {
 | |
|                     uv_offset_scale.x += uv_offset_scale.z;
 | |
|                     uv_offset_scale.z *= -1.0;
 | |
|                 }
 | |
|                 if extracted_sprite.flip_y {
 | |
|                     uv_offset_scale.y += uv_offset_scale.w;
 | |
|                     uv_offset_scale.w *= -1.0;
 | |
|                 }
 | |
| 
 | |
|                 // Override the size if a custom one is specified
 | |
|                 if let Some(custom_size) = extracted_sprite.custom_size {
 | |
|                     quad_size = custom_size;
 | |
|                 }
 | |
|                 let transform = extracted_sprite.transform.affine()
 | |
|                     * Affine3A::from_scale_rotation_translation(
 | |
|                         quad_size.extend(1.0),
 | |
|                         Quat::IDENTITY,
 | |
|                         (quad_size * (-extracted_sprite.anchor - Vec2::splat(0.5))).extend(0.0),
 | |
|                     );
 | |
| 
 | |
|                 // Store the vertex data and add the item to the render phase
 | |
|                 sprite_meta
 | |
|                     .sprite_instance_buffer
 | |
|                     .push(SpriteInstance::from(
 | |
|                         &transform,
 | |
|                         &extracted_sprite.color,
 | |
|                         &uv_offset_scale,
 | |
|                     ));
 | |
| 
 | |
|                 if batch_image_changed {
 | |
|                     batch_item_index = item_index;
 | |
| 
 | |
|                     batches.push((
 | |
|                         item.entity,
 | |
|                         SpriteBatch {
 | |
|                             image_handle_id: batch_image_handle,
 | |
|                             range: index..index,
 | |
|                         },
 | |
|                     ));
 | |
|                 }
 | |
| 
 | |
|                 transparent_phase.items[batch_item_index]
 | |
|                     .batch_range_mut()
 | |
|                     .end += 1;
 | |
|                 batches.last_mut().unwrap().1.range.end += 1;
 | |
|                 index += 1;
 | |
|             }
 | |
|         }
 | |
|         sprite_meta
 | |
|             .sprite_instance_buffer
 | |
|             .write_buffer(&render_device, &render_queue);
 | |
| 
 | |
|         if sprite_meta.sprite_index_buffer.len() != 6 {
 | |
|             sprite_meta.sprite_index_buffer.clear();
 | |
| 
 | |
|             // NOTE: This code is creating 6 indices pointing to 4 vertices.
 | |
|             // The vertices form the corners of a quad based on their two least significant bits.
 | |
|             // 10   11
 | |
|             //
 | |
|             // 00   01
 | |
|             // The sprite shader can then use the two least significant bits as the vertex index.
 | |
|             // The rest of the properties to transform the vertex positions and UVs (which are
 | |
|             // implicit) are baked into the instance transform, and UV offset and scale.
 | |
|             // See bevy_sprite/src/render/sprite.wgsl for the details.
 | |
|             sprite_meta.sprite_index_buffer.push(2);
 | |
|             sprite_meta.sprite_index_buffer.push(0);
 | |
|             sprite_meta.sprite_index_buffer.push(1);
 | |
|             sprite_meta.sprite_index_buffer.push(1);
 | |
|             sprite_meta.sprite_index_buffer.push(3);
 | |
|             sprite_meta.sprite_index_buffer.push(2);
 | |
| 
 | |
|             sprite_meta
 | |
|                 .sprite_index_buffer
 | |
|                 .write_buffer(&render_device, &render_queue);
 | |
|         }
 | |
| 
 | |
|         *previous_len = batches.len();
 | |
|         commands.insert_or_spawn_batch(batches);
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// [`RenderCommand`] for sprite rendering.
 | |
| pub type DrawSprite = (
 | |
|     SetItemPipeline,
 | |
|     SetSpriteViewBindGroup<0>,
 | |
|     SetSpriteTextureBindGroup<1>,
 | |
|     DrawSpriteBatch,
 | |
| );
 | |
| 
 | |
| pub struct SetSpriteViewBindGroup<const I: usize>;
 | |
| impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetSpriteViewBindGroup<I> {
 | |
|     type Param = SRes<SpriteMeta>;
 | |
|     type ViewQuery = Read<ViewUniformOffset>;
 | |
|     type ItemQuery = ();
 | |
| 
 | |
|     fn render<'w>(
 | |
|         _item: &P,
 | |
|         view_uniform: &'_ ViewUniformOffset,
 | |
|         _entity: (),
 | |
|         sprite_meta: SystemParamItem<'w, '_, Self::Param>,
 | |
|         pass: &mut TrackedRenderPass<'w>,
 | |
|     ) -> RenderCommandResult {
 | |
|         pass.set_bind_group(
 | |
|             I,
 | |
|             sprite_meta.into_inner().view_bind_group.as_ref().unwrap(),
 | |
|             &[view_uniform.offset],
 | |
|         );
 | |
|         RenderCommandResult::Success
 | |
|     }
 | |
| }
 | |
| pub struct SetSpriteTextureBindGroup<const I: usize>;
 | |
| impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetSpriteTextureBindGroup<I> {
 | |
|     type Param = SRes<ImageBindGroups>;
 | |
|     type ViewQuery = ();
 | |
|     type ItemQuery = Read<SpriteBatch>;
 | |
| 
 | |
|     fn render<'w>(
 | |
|         _item: &P,
 | |
|         _view: (),
 | |
|         batch: &'_ SpriteBatch,
 | |
|         image_bind_groups: SystemParamItem<'w, '_, Self::Param>,
 | |
|         pass: &mut TrackedRenderPass<'w>,
 | |
|     ) -> RenderCommandResult {
 | |
|         let image_bind_groups = image_bind_groups.into_inner();
 | |
| 
 | |
|         pass.set_bind_group(
 | |
|             I,
 | |
|             image_bind_groups
 | |
|                 .values
 | |
|                 .get(&batch.image_handle_id)
 | |
|                 .unwrap(),
 | |
|             &[],
 | |
|         );
 | |
|         RenderCommandResult::Success
 | |
|     }
 | |
| }
 | |
| 
 | |
| pub struct DrawSpriteBatch;
 | |
| impl<P: PhaseItem> RenderCommand<P> for DrawSpriteBatch {
 | |
|     type Param = SRes<SpriteMeta>;
 | |
|     type ViewQuery = ();
 | |
|     type ItemQuery = Read<SpriteBatch>;
 | |
| 
 | |
|     fn render<'w>(
 | |
|         _item: &P,
 | |
|         _view: (),
 | |
|         batch: &'_ SpriteBatch,
 | |
|         sprite_meta: SystemParamItem<'w, '_, Self::Param>,
 | |
|         pass: &mut TrackedRenderPass<'w>,
 | |
|     ) -> RenderCommandResult {
 | |
|         let sprite_meta = sprite_meta.into_inner();
 | |
|         pass.set_index_buffer(
 | |
|             sprite_meta.sprite_index_buffer.buffer().unwrap().slice(..),
 | |
|             0,
 | |
|             IndexFormat::Uint32,
 | |
|         );
 | |
|         pass.set_vertex_buffer(
 | |
|             0,
 | |
|             sprite_meta
 | |
|                 .sprite_instance_buffer
 | |
|                 .buffer()
 | |
|                 .unwrap()
 | |
|                 .slice(..),
 | |
|         );
 | |
|         pass.draw_indexed(0..6, 0, batch.range.clone());
 | |
|         RenderCommandResult::Success
 | |
|     }
 | |
| }
 |