bevy/crates/bevy_ui/src/ui_material.rs
davier e44b74fb6a
Provide GlobalsUniform in UiMaterial shaders (#10739)
# Objective

`GlobalsUniform` provides the current time to shaders, which is useful
for animations. `UiMaterial` is an abstraction that makes it easier to
write custom shaders for UI elements.
This PR makes it possible to use the `GlobalsUniform` in `UiMaterial`
shaders.

## Solution

The `GlobalsUniform` is bound to `@group(0) @binding(1)`. It is
accessible in shaders with:
```wgsl
#import bevy_render::globals::Globals

@group(0) @binding(1)
var<uniform> globals: Globals;
```

---

## Changelog

Added `GlobalsUniform` in `UiMaterial` shaders

## Discussion

Should I modify the existing ui_material example to showcase this?
2023-11-28 12:08:28 +00:00

147 lines
5.1 KiB
Rust

use std::hash::Hash;
use bevy_asset::Asset;
use bevy_render::render_resource::{AsBindGroup, RenderPipelineDescriptor, ShaderRef};
/// Materials are used alongside [`UiMaterialPlugin`](crate::UiMaterialPipeline) and [`MaterialNodeBundle`](crate::prelude::MaterialNodeBundle)
/// to spawn entities that are rendered with a specific [`UiMaterial`] type. They serve as an easy to use high level
/// way to render `Node` entities with custom shader logic.
///
/// `UiMaterials` must implement [`AsBindGroup`] to define how data will be transferred to the GPU and bound in shaders.
/// [`AsBindGroup`] can be derived, which makes generating bindings straightforward. See the [`AsBindGroup`] docs for details.
///
/// Materials must also implement [`Asset`] so they can be treated as such.
///
/// If you are only using the fragment shader, make sure your shader imports the `UiVertexOutput`
/// from `bevy_ui::ui_vertex_output` and uses it as the input of your fragment shader like the
/// example below does.
///
/// # Example
///
/// Here is a simple [`UiMaterial`] implementation. The [`AsBindGroup`] derive has many features. To see what else is available,
/// check out the [`AsBindGroup`] documentation.
/// ```
/// # use bevy_ui::prelude::*;
/// # use bevy_ecs::prelude::*;
/// # use bevy_reflect::TypePath;
/// # use bevy_render::{render_resource::{AsBindGroup, ShaderRef}, texture::Image, color::Color};
/// # use bevy_asset::{Handle, AssetServer, Assets, Asset};
///
/// #[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
/// pub struct CustomMaterial {
/// // Uniform bindings must implement `ShaderType`, which will be used to convert the value to
/// // its shader-compatible equivalent. Most core math types already implement `ShaderType`.
/// #[uniform(0)]
/// color: Color,
/// // Images can be bound as textures in shaders. If the Image's sampler is also needed, just
/// // add the sampler attribute with a different binding index.
/// #[texture(1)]
/// #[sampler(2)]
/// color_texture: Handle<Image>,
/// }
///
/// // All functions on `UiMaterial` have default impls. You only need to implement the
/// // functions that are relevant for your material.
/// impl UiMaterial for CustomMaterial {
/// fn fragment_shader() -> ShaderRef {
/// "shaders/custom_material.wgsl".into()
/// }
/// }
///
/// // Spawn an entity using `CustomMaterial`.
/// fn setup(mut commands: Commands, mut materials: ResMut<Assets<CustomMaterial>>, asset_server: Res<AssetServer>) {
/// commands.spawn(MaterialNodeBundle {
/// style: Style {
/// width: Val::Percent(100.0),
/// ..Default::default()
/// },
/// material: materials.add(CustomMaterial {
/// color: Color::RED,
/// color_texture: asset_server.load("some_image.png"),
/// }),
/// ..Default::default()
/// });
/// }
/// ```
/// In WGSL shaders, the material's binding would look like this:
///
/// If you only use the fragment shader make sure to import `UiVertexOutput` from
/// `bevy_ui::ui_vertex_output` in your wgsl shader.
/// Also note that bind group 0 is always bound to the [`View Uniform`](bevy_render::view::ViewUniform)
/// and the [`Globals Uniform`](bevy_render::globals::GlobalsUniform).
///
/// ```wgsl
/// #import bevy_ui::ui_vertex_output UiVertexOutput
///
/// struct CustomMaterial {
/// color: vec4<f32>,
/// }
///
/// @group(1) @binding(0)
/// var<uniform> material: CustomMaterial;
/// @group(1) @binding(1)
/// var color_texture: texture_2d<f32>;
/// @group(1) @binding(2)
/// var color_sampler: sampler;
///
/// @fragment
/// fn fragment(in: UiVertexOutput) -> @location(0) vec4<f32> {
///
/// }
/// ```
pub trait UiMaterial: AsBindGroup + Asset + Clone + Sized {
/// Returns this materials vertex shader. If [`ShaderRef::Default`] is returned, the default UI
/// vertex shader will be used.
fn vertex_shader() -> ShaderRef {
ShaderRef::Default
}
/// Returns this materials fragment shader. If [`ShaderRef::Default`] is returned, the default
/// UI fragment shader will be used.
fn fragment_shader() -> ShaderRef {
ShaderRef::Default
}
#[allow(unused_variables)]
#[inline]
fn specialize(descriptor: &mut RenderPipelineDescriptor, key: UiMaterialKey<Self>) {}
}
pub struct UiMaterialKey<M: UiMaterial> {
pub hdr: bool,
pub bind_group_data: M::Data,
}
impl<M: UiMaterial> Eq for UiMaterialKey<M> where M::Data: PartialEq {}
impl<M: UiMaterial> PartialEq for UiMaterialKey<M>
where
M::Data: PartialEq,
{
fn eq(&self, other: &Self) -> bool {
self.hdr == other.hdr && self.bind_group_data == other.bind_group_data
}
}
impl<M: UiMaterial> Clone for UiMaterialKey<M>
where
M::Data: Clone,
{
fn clone(&self) -> Self {
Self {
hdr: self.hdr,
bind_group_data: self.bind_group_data.clone(),
}
}
}
impl<M: UiMaterial> Hash for UiMaterialKey<M>
where
M::Data: Hash,
{
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
self.hdr.hash(state);
self.bind_group_data.hash(state);
}
}