
# Objective Move Bevy UI's rendering into a dedicated crate. Motivations: * Allow the UI renderer to be used with other UI frameworks than `bevy_ui`. * Allow for using alternative renderers like Vello with `bevy_ui`. * It's difficult for rendering contributors to make changes and improvements to the UI renderer as it requires in-depth knowledge of the UI implementation. ## Solution Move the `render` and `ui_material` modules from `bevy_ui` into a new crate `bevy_ui_render`. ## Testing Important examples to check are `testbed_ui`, `testbed_full_ui`, `ui_material`, `viewport_node` and `gradients`. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
227 lines
8.3 KiB
WebGPU Shading Language
227 lines
8.3 KiB
WebGPU Shading Language
#define_import_path bevy_ui::ui_node
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#import bevy_render::view::View
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const TEXTURED = 1u;
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const RIGHT_VERTEX = 2u;
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const BOTTOM_VERTEX = 4u;
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// must align with BORDER_* shader_flags from bevy_ui/render/mod.rs
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const BORDER_LEFT: u32 = 256u;
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const BORDER_TOP: u32 = 512u;
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const BORDER_RIGHT: u32 = 1024u;
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const BORDER_BOTTOM: u32 = 2048u;
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const BORDER_ANY: u32 = BORDER_LEFT + BORDER_TOP + BORDER_RIGHT + BORDER_BOTTOM;
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fn enabled(flags: u32, mask: u32) -> bool {
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return (flags & mask) != 0u;
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}
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@group(0) @binding(0) var<uniform> view: View;
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struct VertexOutput {
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@location(0) uv: vec2<f32>,
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@location(1) color: vec4<f32>,
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@location(2) @interpolate(flat) size: vec2<f32>,
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@location(3) @interpolate(flat) flags: u32,
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@location(4) @interpolate(flat) radius: vec4<f32>,
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@location(5) @interpolate(flat) border: vec4<f32>,
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// Position relative to the center of the rectangle.
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@location(6) point: vec2<f32>,
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@builtin(position) position: vec4<f32>,
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};
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@vertex
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fn vertex(
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@location(0) vertex_position: vec3<f32>,
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@location(1) vertex_uv: vec2<f32>,
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@location(2) vertex_color: vec4<f32>,
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@location(3) flags: u32,
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// x: top left, y: top right, z: bottom right, w: bottom left.
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@location(4) radius: vec4<f32>,
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// x: left, y: top, z: right, w: bottom.
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@location(5) border: vec4<f32>,
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@location(6) size: vec2<f32>,
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@location(7) point: vec2<f32>,
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) -> VertexOutput {
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var out: VertexOutput;
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out.uv = vertex_uv;
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out.position = view.clip_from_world * vec4(vertex_position, 1.0);
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out.color = vertex_color;
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out.flags = flags;
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out.radius = radius;
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out.size = size;
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out.border = border;
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out.point = point;
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return out;
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}
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@group(1) @binding(0) var sprite_texture: texture_2d<f32>;
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@group(1) @binding(1) var sprite_sampler: sampler;
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// The returned value is the shortest distance from the given point to the boundary of the rounded
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// box.
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//
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// Negative values indicate that the point is inside the rounded box, positive values that the point
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// is outside, and zero is exactly on the boundary.
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//
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// Arguments:
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// - `point` -> The function will return the distance from this point to the closest point on
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// the boundary.
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// - `size` -> The maximum width and height of the box.
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// - `corner_radii` -> The radius of each rounded corner. Ordered counter clockwise starting
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// top left:
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// x: top left, y: top right, z: bottom right, w: bottom left.
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fn sd_rounded_box(point: vec2<f32>, size: vec2<f32>, corner_radii: vec4<f32>) -> f32 {
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// If 0.0 < y then select bottom left (w) and bottom right corner radius (z).
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// Else select top left (x) and top right corner radius (y).
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let rs = select(corner_radii.xy, corner_radii.wz, 0.0 < point.y);
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// w and z are swapped above so that both pairs are in left to right order, otherwise this second
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// select statement would return the incorrect value for the bottom pair.
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let radius = select(rs.x, rs.y, 0.0 < point.x);
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// Vector from the corner closest to the point, to the point.
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let corner_to_point = abs(point) - 0.5 * size;
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// Vector from the center of the radius circle to the point.
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let q = corner_to_point + radius;
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// Length from center of the radius circle to the point, zeros a component if the point is not
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// within the quadrant of the radius circle that is part of the curved corner.
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let l = length(max(q, vec2(0.0)));
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let m = min(max(q.x, q.y), 0.0);
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return l + m - radius;
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}
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fn sd_inset_rounded_box(point: vec2<f32>, size: vec2<f32>, radius: vec4<f32>, inset: vec4<f32>) -> f32 {
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let inner_size = size - inset.xy - inset.zw;
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let inner_center = inset.xy + 0.5 * inner_size - 0.5 * size;
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let inner_point = point - inner_center;
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var r = radius;
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// Top left corner.
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r.x = r.x - max(inset.x, inset.y);
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// Top right corner.
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r.y = r.y - max(inset.z, inset.y);
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// Bottom right corner.
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r.z = r.z - max(inset.z, inset.w);
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// Bottom left corner.
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r.w = r.w - max(inset.x, inset.w);
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let half_size = inner_size * 0.5;
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let min_size = min(half_size.x, half_size.y);
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r = min(max(r, vec4(0.0)), vec4<f32>(min_size));
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return sd_rounded_box(inner_point, inner_size, r);
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}
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fn nearest_border_active(point_vs_mid: vec2<f32>, size: vec2<f32>, width: vec4<f32>, flags: u32) -> bool {
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if (flags & BORDER_ANY) == BORDER_ANY {
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return true;
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}
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// get point vs top left
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let point = clamp(point_vs_mid + size * 0.49999, vec2(0.0), size);
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let left = point.x / width.x;
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let top = point.y / width.y;
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let right = (size.x - point.x) / width.z;
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let bottom = (size.y - point.y) / width.w;
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let min_dist = min(min(left, top), min(right, bottom));
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return (enabled(flags, BORDER_LEFT) && min_dist == left) ||
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(enabled(flags, BORDER_TOP) && min_dist == top) ||
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(enabled(flags, BORDER_RIGHT) && min_dist == right) ||
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(enabled(flags, BORDER_BOTTOM) && min_dist == bottom);
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}
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// get alpha for antialiasing for sdf
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fn antialias(distance: f32) -> f32 {
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// Using the fwidth(distance) was causing artifacts, so just use the distance.
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return saturate(0.5 - distance);
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}
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fn draw_uinode_border(
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color: vec4<f32>,
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point: vec2<f32>,
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size: vec2<f32>,
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radius: vec4<f32>,
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border: vec4<f32>,
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flags: u32,
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) -> vec4<f32> {
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// Signed distances. The magnitude is the distance of the point from the edge of the shape.
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// * Negative values indicate that the point is inside the shape.
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// * Zero values indicate the point is on the edge of the shape.
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// * Positive values indicate the point is outside the shape.
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// Signed distance from the exterior boundary.
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let external_distance = sd_rounded_box(point, size, radius);
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// Signed distance from the border's internal edge (the signed distance is negative if the point
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// is inside the rect but not on the border).
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// If the border size is set to zero, this is the same as the external distance.
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let internal_distance = sd_inset_rounded_box(point, size, radius, border);
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// Signed distance from the border (the intersection of the rect with its border).
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// Points inside the border have negative signed distance. Any point outside the border, whether
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// outside the outside edge, or inside the inner edge have positive signed distance.
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let border_distance = max(external_distance, -internal_distance);
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// check if this node should apply color for the nearest border
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let nearest_border = select(0.0, 1.0, nearest_border_active(point, size, border, flags));
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#ifdef ANTI_ALIAS
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// At external edges with no border, `border_distance` is equal to zero.
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// This select statement ensures we only perform anti-aliasing where a non-zero width border
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// is present, otherwise an outline about the external boundary would be drawn even without
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// a border.
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let t = select(1.0 - step(0.0, border_distance), antialias(border_distance), external_distance < internal_distance);
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#else
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let t = 1.0 - step(0.0, border_distance);
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#endif
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// Blend mode ALPHA_BLENDING is used for UI elements, so we don't premultiply alpha here.
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return vec4(color.rgb, saturate(color.a * t * nearest_border));
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}
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fn draw_uinode_background(
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color: vec4<f32>,
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point: vec2<f32>,
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size: vec2<f32>,
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radius: vec4<f32>,
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border: vec4<f32>,
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) -> vec4<f32> {
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// When drawing the background only draw the internal area and not the border.
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let internal_distance = sd_inset_rounded_box(point, size, radius, border);
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#ifdef ANTI_ALIAS
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let t = antialias(internal_distance);
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#else
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let t = 1.0 - step(0.0, internal_distance);
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#endif
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return vec4(color.rgb, saturate(color.a * t));
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}
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@fragment
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fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
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let texture_color = textureSample(sprite_texture, sprite_sampler, in.uv);
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// Only use the color sampled from the texture if the `TEXTURED` flag is enabled.
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// This allows us to draw both textured and untextured shapes together in the same batch.
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let color = select(in.color, in.color * texture_color, enabled(in.flags, TEXTURED));
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if enabled(in.flags, BORDER_ANY) {
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return draw_uinode_border(color, in.point, in.size, in.radius, in.border, in.flags);
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} else {
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return draw_uinode_background(color, in.point, in.size, in.radius, in.border);
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}
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}
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