
# Objective When preparing `GpuImage`s, we currently discard the `depth_or_array_layers` of the `Image`'s size by converting it into a `UVec2`. Fixes #16715. ## Solution Change `GpuImage::size` to `Extent3d`, and just pass that through when creating `GpuImage`s. Also copy the `aspect_ratio`, and `size` (now `size_2d` for disambiguation from the field) functions from `Image` to `GpuImage` for ease of use with 2D textures. I originally copied all size-related functions (like `width`, and `height`), but i think they are unnecessary considering how visible the `size` field on `GpuImage` is compared to `Image`. ## Testing Tested via `cargo r -p ci` for everything except docs, when generating docs it keeps spitting out a ton of ``` error[E0554]: `#![feature]` may not be used on the stable release channel --> crates/bevy_dylib/src/lib.rs:1:21 | 1 | #![cfg_attr(docsrs, feature(doc_auto_cfg))] | ``` Not sure why this is happening, but it also happens without my changes, so it's almost certainly some strange issue specific to my machine. ## Migration Guide - `GpuImage::size` is now an `Extent3d`. To easily get 2D size, use `size_2d()`.
886 lines
32 KiB
Rust
886 lines
32 KiB
Rust
use core::ops::Range;
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use crate::{
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texture_atlas::TextureAtlasLayout, ComputedTextureSlices, Sprite, SPRITE_SHADER_HANDLE,
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};
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use bevy_asset::{AssetEvent, AssetId, Assets};
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use bevy_color::{ColorToComponents, LinearRgba};
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use bevy_core_pipeline::{
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core_2d::{Transparent2d, CORE_2D_DEPTH_FORMAT},
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tonemapping::{
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get_lut_bind_group_layout_entries, get_lut_bindings, DebandDither, Tonemapping,
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TonemappingLuts,
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},
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};
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use bevy_ecs::{
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prelude::*,
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query::ROQueryItem,
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system::{lifetimeless::*, SystemParamItem, SystemState},
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};
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use bevy_image::{BevyDefault, Image, ImageSampler, TextureFormatPixelInfo};
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use bevy_math::{Affine3A, FloatOrd, Quat, Rect, Vec2, Vec4};
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use bevy_render::sync_world::MainEntity;
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use bevy_render::view::RenderVisibleEntities;
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use bevy_render::{
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render_asset::RenderAssets,
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render_phase::{
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DrawFunctions, PhaseItem, PhaseItemExtraIndex, RenderCommand, RenderCommandResult,
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SetItemPipeline, TrackedRenderPass, ViewSortedRenderPhases,
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},
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render_resource::{
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binding_types::{sampler, texture_2d, uniform_buffer},
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*,
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},
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renderer::{RenderDevice, RenderQueue},
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sync_world::{RenderEntity, TemporaryRenderEntity},
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texture::{DefaultImageSampler, FallbackImage, GpuImage},
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view::{
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ExtractedView, Msaa, ViewTarget, ViewUniform, ViewUniformOffset, ViewUniforms,
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ViewVisibility,
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},
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Extract,
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};
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use bevy_transform::components::GlobalTransform;
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use bevy_utils::HashMap;
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use bytemuck::{Pod, Zeroable};
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use fixedbitset::FixedBitSet;
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#[derive(Resource)]
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pub struct SpritePipeline {
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view_layout: BindGroupLayout,
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material_layout: BindGroupLayout,
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pub dummy_white_gpu_image: GpuImage,
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}
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impl FromWorld for SpritePipeline {
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fn from_world(world: &mut World) -> Self {
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let mut system_state: SystemState<(
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Res<RenderDevice>,
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Res<DefaultImageSampler>,
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Res<RenderQueue>,
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)> = SystemState::new(world);
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let (render_device, default_sampler, render_queue) = system_state.get_mut(world);
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let tonemapping_lut_entries = get_lut_bind_group_layout_entries();
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let view_layout = render_device.create_bind_group_layout(
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"sprite_view_layout",
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&BindGroupLayoutEntries::with_indices(
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ShaderStages::VERTEX_FRAGMENT,
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(
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(0, uniform_buffer::<ViewUniform>(true)),
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(
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1,
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tonemapping_lut_entries[0].visibility(ShaderStages::FRAGMENT),
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),
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(
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2,
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tonemapping_lut_entries[1].visibility(ShaderStages::FRAGMENT),
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),
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),
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),
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);
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let material_layout = render_device.create_bind_group_layout(
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"sprite_material_layout",
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&BindGroupLayoutEntries::sequential(
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ShaderStages::FRAGMENT,
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(
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texture_2d(TextureSampleType::Float { filterable: true }),
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sampler(SamplerBindingType::Filtering),
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),
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),
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);
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let dummy_white_gpu_image = {
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let image = Image::default();
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let texture = render_device.create_texture(&image.texture_descriptor);
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let sampler = match image.sampler {
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ImageSampler::Default => (**default_sampler).clone(),
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ImageSampler::Descriptor(ref descriptor) => {
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render_device.create_sampler(&descriptor.as_wgpu())
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}
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};
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let format_size = image.texture_descriptor.format.pixel_size();
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render_queue.write_texture(
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texture.as_image_copy(),
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&image.data,
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ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(image.width() * format_size as u32),
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rows_per_image: None,
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},
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image.texture_descriptor.size,
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);
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let texture_view = texture.create_view(&TextureViewDescriptor::default());
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GpuImage {
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texture,
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texture_view,
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texture_format: image.texture_descriptor.format,
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sampler,
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size: image.texture_descriptor.size,
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mip_level_count: image.texture_descriptor.mip_level_count,
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}
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};
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SpritePipeline {
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view_layout,
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material_layout,
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dummy_white_gpu_image,
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}
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}
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}
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bitflags::bitflags! {
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
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#[repr(transparent)]
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// NOTE: Apparently quadro drivers support up to 64x MSAA.
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// MSAA uses the highest 3 bits for the MSAA log2(sample count) to support up to 128x MSAA.
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pub struct SpritePipelineKey: u32 {
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const NONE = 0;
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const HDR = 1 << 0;
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const TONEMAP_IN_SHADER = 1 << 1;
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const DEBAND_DITHER = 1 << 2;
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const MSAA_RESERVED_BITS = Self::MSAA_MASK_BITS << Self::MSAA_SHIFT_BITS;
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const TONEMAP_METHOD_RESERVED_BITS = Self::TONEMAP_METHOD_MASK_BITS << Self::TONEMAP_METHOD_SHIFT_BITS;
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const TONEMAP_METHOD_NONE = 0 << Self::TONEMAP_METHOD_SHIFT_BITS;
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const TONEMAP_METHOD_REINHARD = 1 << Self::TONEMAP_METHOD_SHIFT_BITS;
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const TONEMAP_METHOD_REINHARD_LUMINANCE = 2 << Self::TONEMAP_METHOD_SHIFT_BITS;
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const TONEMAP_METHOD_ACES_FITTED = 3 << Self::TONEMAP_METHOD_SHIFT_BITS;
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const TONEMAP_METHOD_AGX = 4 << Self::TONEMAP_METHOD_SHIFT_BITS;
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const TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM = 5 << Self::TONEMAP_METHOD_SHIFT_BITS;
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const TONEMAP_METHOD_TONY_MC_MAPFACE = 6 << Self::TONEMAP_METHOD_SHIFT_BITS;
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const TONEMAP_METHOD_BLENDER_FILMIC = 7 << Self::TONEMAP_METHOD_SHIFT_BITS;
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}
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}
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impl SpritePipelineKey {
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const MSAA_MASK_BITS: u32 = 0b111;
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const MSAA_SHIFT_BITS: u32 = 32 - Self::MSAA_MASK_BITS.count_ones();
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const TONEMAP_METHOD_MASK_BITS: u32 = 0b111;
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const TONEMAP_METHOD_SHIFT_BITS: u32 =
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Self::MSAA_SHIFT_BITS - Self::TONEMAP_METHOD_MASK_BITS.count_ones();
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#[inline]
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pub const fn from_msaa_samples(msaa_samples: u32) -> Self {
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let msaa_bits =
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(msaa_samples.trailing_zeros() & Self::MSAA_MASK_BITS) << Self::MSAA_SHIFT_BITS;
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Self::from_bits_retain(msaa_bits)
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}
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#[inline]
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pub const fn msaa_samples(&self) -> u32 {
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1 << ((self.bits() >> Self::MSAA_SHIFT_BITS) & Self::MSAA_MASK_BITS)
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}
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#[inline]
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pub const fn from_hdr(hdr: bool) -> Self {
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if hdr {
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SpritePipelineKey::HDR
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} else {
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SpritePipelineKey::NONE
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}
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}
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}
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impl SpecializedRenderPipeline for SpritePipeline {
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type Key = SpritePipelineKey;
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fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
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let mut shader_defs = Vec::new();
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if key.contains(SpritePipelineKey::TONEMAP_IN_SHADER) {
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shader_defs.push("TONEMAP_IN_SHADER".into());
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shader_defs.push(ShaderDefVal::UInt(
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"TONEMAPPING_LUT_TEXTURE_BINDING_INDEX".into(),
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1,
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));
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shader_defs.push(ShaderDefVal::UInt(
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"TONEMAPPING_LUT_SAMPLER_BINDING_INDEX".into(),
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2,
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));
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let method = key.intersection(SpritePipelineKey::TONEMAP_METHOD_RESERVED_BITS);
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if method == SpritePipelineKey::TONEMAP_METHOD_NONE {
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shader_defs.push("TONEMAP_METHOD_NONE".into());
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} else if method == SpritePipelineKey::TONEMAP_METHOD_REINHARD {
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shader_defs.push("TONEMAP_METHOD_REINHARD".into());
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} else if method == SpritePipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE {
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shader_defs.push("TONEMAP_METHOD_REINHARD_LUMINANCE".into());
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} else if method == SpritePipelineKey::TONEMAP_METHOD_ACES_FITTED {
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shader_defs.push("TONEMAP_METHOD_ACES_FITTED".into());
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} else if method == SpritePipelineKey::TONEMAP_METHOD_AGX {
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shader_defs.push("TONEMAP_METHOD_AGX".into());
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} else if method == SpritePipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM
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{
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shader_defs.push("TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM".into());
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} else if method == SpritePipelineKey::TONEMAP_METHOD_BLENDER_FILMIC {
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shader_defs.push("TONEMAP_METHOD_BLENDER_FILMIC".into());
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} else if method == SpritePipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE {
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shader_defs.push("TONEMAP_METHOD_TONY_MC_MAPFACE".into());
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}
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// Debanding is tied to tonemapping in the shader, cannot run without it.
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if key.contains(SpritePipelineKey::DEBAND_DITHER) {
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shader_defs.push("DEBAND_DITHER".into());
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}
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}
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let format = match key.contains(SpritePipelineKey::HDR) {
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true => ViewTarget::TEXTURE_FORMAT_HDR,
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false => TextureFormat::bevy_default(),
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};
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let instance_rate_vertex_buffer_layout = VertexBufferLayout {
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array_stride: 80,
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step_mode: VertexStepMode::Instance,
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attributes: vec![
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// @location(0) i_model_transpose_col0: vec4<f32>,
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VertexAttribute {
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format: VertexFormat::Float32x4,
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offset: 0,
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shader_location: 0,
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},
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// @location(1) i_model_transpose_col1: vec4<f32>,
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VertexAttribute {
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format: VertexFormat::Float32x4,
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offset: 16,
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shader_location: 1,
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},
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// @location(2) i_model_transpose_col2: vec4<f32>,
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VertexAttribute {
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format: VertexFormat::Float32x4,
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offset: 32,
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shader_location: 2,
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},
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// @location(3) i_color: vec4<f32>,
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VertexAttribute {
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format: VertexFormat::Float32x4,
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offset: 48,
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shader_location: 3,
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},
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// @location(4) i_uv_offset_scale: vec4<f32>,
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VertexAttribute {
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format: VertexFormat::Float32x4,
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offset: 64,
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shader_location: 4,
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},
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],
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};
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RenderPipelineDescriptor {
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vertex: VertexState {
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shader: SPRITE_SHADER_HANDLE,
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entry_point: "vertex".into(),
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shader_defs: shader_defs.clone(),
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buffers: vec![instance_rate_vertex_buffer_layout],
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},
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fragment: Some(FragmentState {
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shader: SPRITE_SHADER_HANDLE,
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shader_defs,
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entry_point: "fragment".into(),
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targets: vec![Some(ColorTargetState {
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format,
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blend: Some(BlendState::ALPHA_BLENDING),
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write_mask: ColorWrites::ALL,
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})],
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}),
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layout: vec![self.view_layout.clone(), self.material_layout.clone()],
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primitive: PrimitiveState {
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front_face: FrontFace::Ccw,
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cull_mode: None,
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unclipped_depth: false,
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polygon_mode: PolygonMode::Fill,
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conservative: false,
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topology: PrimitiveTopology::TriangleList,
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strip_index_format: None,
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},
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// Sprites are always alpha blended so they never need to write to depth.
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// They just need to read it in case an opaque mesh2d
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// that wrote to depth is present.
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depth_stencil: Some(DepthStencilState {
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format: CORE_2D_DEPTH_FORMAT,
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depth_write_enabled: false,
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depth_compare: CompareFunction::GreaterEqual,
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stencil: StencilState {
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front: StencilFaceState::IGNORE,
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back: StencilFaceState::IGNORE,
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read_mask: 0,
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write_mask: 0,
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},
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bias: DepthBiasState {
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constant: 0,
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slope_scale: 0.0,
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clamp: 0.0,
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},
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}),
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multisample: MultisampleState {
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count: key.msaa_samples(),
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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label: Some("sprite_pipeline".into()),
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push_constant_ranges: Vec::new(),
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zero_initialize_workgroup_memory: false,
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}
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}
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}
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pub struct ExtractedSprite {
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pub transform: GlobalTransform,
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pub color: LinearRgba,
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/// Select an area of the texture
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pub rect: Option<Rect>,
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/// Change the on-screen size of the sprite
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pub custom_size: Option<Vec2>,
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/// Asset ID of the [`Image`] of this sprite
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/// PERF: storing an `AssetId` instead of `Handle<Image>` enables some optimizations (`ExtractedSprite` becomes `Copy` and doesn't need to be dropped)
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pub image_handle_id: AssetId<Image>,
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pub flip_x: bool,
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pub flip_y: bool,
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pub anchor: Vec2,
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/// For cases where additional [`ExtractedSprites`] are created during extraction, this stores the
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/// entity that caused that creation for use in determining visibility.
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pub original_entity: Option<Entity>,
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}
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#[derive(Resource, Default)]
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pub struct ExtractedSprites {
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pub sprites: HashMap<(Entity, MainEntity), ExtractedSprite>,
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}
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#[derive(Resource, Default)]
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pub struct SpriteAssetEvents {
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pub images: Vec<AssetEvent<Image>>,
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}
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pub fn extract_sprite_events(
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mut events: ResMut<SpriteAssetEvents>,
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mut image_events: Extract<EventReader<AssetEvent<Image>>>,
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) {
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let SpriteAssetEvents { ref mut images } = *events;
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images.clear();
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for event in image_events.read() {
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images.push(*event);
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}
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}
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pub fn extract_sprites(
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mut commands: Commands,
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mut extracted_sprites: ResMut<ExtractedSprites>,
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texture_atlases: Extract<Res<Assets<TextureAtlasLayout>>>,
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sprite_query: Extract<
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Query<(
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Entity,
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RenderEntity,
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&ViewVisibility,
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&Sprite,
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&GlobalTransform,
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Option<&ComputedTextureSlices>,
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)>,
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>,
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) {
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extracted_sprites.sprites.clear();
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for (original_entity, entity, view_visibility, sprite, transform, slices) in sprite_query.iter()
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{
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if !view_visibility.get() {
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continue;
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}
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if let Some(slices) = slices {
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extracted_sprites.sprites.extend(
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slices
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.extract_sprites(transform, original_entity, sprite)
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.map(|e| {
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(
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(
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commands.spawn(TemporaryRenderEntity).id(),
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original_entity.into(),
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),
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e,
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)
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}),
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);
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} else {
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let atlas_rect = sprite
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.texture_atlas
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.as_ref()
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.and_then(|s| s.texture_rect(&texture_atlases).map(|r| r.as_rect()));
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let rect = match (atlas_rect, sprite.rect) {
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(None, None) => None,
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(None, Some(sprite_rect)) => Some(sprite_rect),
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(Some(atlas_rect), None) => Some(atlas_rect),
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(Some(atlas_rect), Some(mut sprite_rect)) => {
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sprite_rect.min += atlas_rect.min;
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sprite_rect.max += atlas_rect.min;
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Some(sprite_rect)
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}
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};
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// 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
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extracted_sprites.sprites.insert(
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(entity, original_entity.into()),
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|
ExtractedSprite {
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color: sprite.color.into(),
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|
transform: *transform,
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rect,
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// Pass the custom size
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custom_size: sprite.custom_size,
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flip_x: sprite.flip_x,
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flip_y: sprite.flip_y,
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image_handle_id: sprite.image.id(),
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|
anchor: sprite.anchor.as_vec(),
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|
original_entity: Some(original_entity),
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},
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);
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}
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}
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|
}
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|
|
#[repr(C)]
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|
#[derive(Copy, Clone, Pod, Zeroable)]
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|
struct SpriteInstance {
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|
// Affine 4x3 transposed to 3x4
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|
pub i_model_transpose: [Vec4; 3],
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|
pub i_color: [f32; 4],
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|
pub i_uv_offset_scale: [f32; 4],
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|
}
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|
|
|
impl SpriteInstance {
|
|
#[inline]
|
|
fn from(transform: &Affine3A, color: &LinearRgba, uv_offset_scale: &Vec4) -> Self {
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|
let transpose_model_3x3 = transform.matrix3.transpose();
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|
Self {
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|
i_model_transpose: [
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transpose_model_3x3.x_axis.extend(transform.translation.x),
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|
transpose_model_3x3.y_axis.extend(transform.translation.y),
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|
transpose_model_3x3.z_axis.extend(transform.translation.z),
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],
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|
i_color: color.to_f32_array(),
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|
i_uv_offset_scale: uv_offset_scale.to_array(),
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
pub struct SpriteMeta {
|
|
sprite_index_buffer: RawBufferVec<u32>,
|
|
sprite_instance_buffer: RawBufferVec<SpriteInstance>,
|
|
}
|
|
|
|
impl Default for SpriteMeta {
|
|
fn default() -> Self {
|
|
Self {
|
|
sprite_index_buffer: RawBufferVec::<u32>::new(BufferUsages::INDEX),
|
|
sprite_instance_buffer: RawBufferVec::<SpriteInstance>::new(BufferUsages::VERTEX),
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Component)]
|
|
pub struct SpriteViewBindGroup {
|
|
pub value: BindGroup,
|
|
}
|
|
|
|
#[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>,
|
|
extracted_sprites: Res<ExtractedSprites>,
|
|
mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
|
|
mut views: Query<(
|
|
Entity,
|
|
&RenderVisibleEntities,
|
|
&ExtractedView,
|
|
&Msaa,
|
|
Option<&Tonemapping>,
|
|
Option<&DebandDither>,
|
|
)>,
|
|
) {
|
|
let draw_sprite_function = draw_functions.read().id::<DrawSprite>();
|
|
|
|
for (view_entity, visible_entities, view, msaa, tonemapping, dither) in &mut views {
|
|
let Some(transparent_phase) = transparent_render_phases.get_mut(&view_entity) else {
|
|
continue;
|
|
};
|
|
|
|
let msaa_key = SpritePipelineKey::from_msaa_samples(msaa.samples());
|
|
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);
|
|
|
|
view_entities.clear();
|
|
view_entities.extend(
|
|
visible_entities
|
|
.iter::<Sprite>()
|
|
.map(|(_, e)| e.index() as usize),
|
|
);
|
|
|
|
transparent_phase
|
|
.items
|
|
.reserve(extracted_sprites.sprites.len());
|
|
|
|
for ((entity, main_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
|
|
transparent_phase.add(Transparent2d {
|
|
draw_function: draw_sprite_function,
|
|
pipeline,
|
|
entity: (*entity, *main_entity),
|
|
sort_key,
|
|
// batch_range and dynamic_offset will be calculated in prepare_sprites
|
|
batch_range: 0..0,
|
|
extra_index: PhaseItemExtraIndex::None,
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
#[allow(clippy::too_many_arguments)]
|
|
pub fn prepare_sprite_view_bind_groups(
|
|
mut commands: Commands,
|
|
render_device: Res<RenderDevice>,
|
|
sprite_pipeline: Res<SpritePipeline>,
|
|
view_uniforms: Res<ViewUniforms>,
|
|
views: Query<(Entity, &Tonemapping), With<ExtractedView>>,
|
|
tonemapping_luts: Res<TonemappingLuts>,
|
|
images: Res<RenderAssets<GpuImage>>,
|
|
fallback_image: Res<FallbackImage>,
|
|
) {
|
|
let Some(view_binding) = view_uniforms.uniforms.binding() else {
|
|
return;
|
|
};
|
|
|
|
for (entity, tonemapping) in &views {
|
|
let lut_bindings =
|
|
get_lut_bindings(&images, &tonemapping_luts, tonemapping, &fallback_image);
|
|
let view_bind_group = render_device.create_bind_group(
|
|
"mesh2d_view_bind_group",
|
|
&sprite_pipeline.view_layout,
|
|
&BindGroupEntries::with_indices((
|
|
(0, view_binding.clone()),
|
|
(1, lut_bindings.0),
|
|
(2, lut_bindings.1),
|
|
)),
|
|
);
|
|
|
|
commands.entity(entity).insert(SpriteViewBindGroup {
|
|
value: view_bind_group,
|
|
});
|
|
}
|
|
}
|
|
|
|
#[allow(clippy::too_many_arguments)]
|
|
pub fn prepare_sprite_image_bind_groups(
|
|
mut commands: Commands,
|
|
mut previous_len: Local<usize>,
|
|
render_device: Res<RenderDevice>,
|
|
render_queue: Res<RenderQueue>,
|
|
mut sprite_meta: ResMut<SpriteMeta>,
|
|
sprite_pipeline: Res<SpritePipeline>,
|
|
mut image_bind_groups: ResMut<ImageBindGroups>,
|
|
gpu_images: Res<RenderAssets<GpuImage>>,
|
|
extracted_sprites: Res<ExtractedSprites>,
|
|
mut phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
|
|
events: Res<SpriteAssetEvents>,
|
|
) {
|
|
// If an image has changed, the GpuImage has (probably) changed
|
|
for event in &events.images {
|
|
match event {
|
|
AssetEvent::Added { .. } |
|
|
// Images don't have dependencies
|
|
AssetEvent::LoadedWithDependencies { .. } => {}
|
|
AssetEvent::Unused { id } | AssetEvent::Modified { id } | AssetEvent::Removed { id } => {
|
|
image_bind_groups.values.remove(id);
|
|
}
|
|
};
|
|
}
|
|
|
|
let mut batches: Vec<(Entity, SpriteBatch)> = Vec::with_capacity(*previous_len);
|
|
|
|
// Clear the sprite instances
|
|
sprite_meta.sprite_instance_buffer.clear();
|
|
|
|
// Index buffer indices
|
|
let mut index = 0;
|
|
|
|
let image_bind_groups = &mut *image_bind_groups;
|
|
|
|
for transparent_phase in phases.values_mut() {
|
|
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 = gpu_image.size_2d().as_vec2();
|
|
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 = ();
|
|
type ViewQuery = (Read<ViewUniformOffset>, Read<SpriteViewBindGroup>);
|
|
type ItemQuery = ();
|
|
|
|
fn render<'w>(
|
|
_item: &P,
|
|
(view_uniform, sprite_view_bind_group): ROQueryItem<'w, Self::ViewQuery>,
|
|
_entity: Option<()>,
|
|
_param: SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
pass.set_bind_group(I, &sprite_view_bind_group.value, &[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: Option<&'_ SpriteBatch>,
|
|
image_bind_groups: SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
let image_bind_groups = image_bind_groups.into_inner();
|
|
let Some(batch) = batch else {
|
|
return RenderCommandResult::Skip;
|
|
};
|
|
|
|
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: Option<&'_ SpriteBatch>,
|
|
sprite_meta: SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
let sprite_meta = sprite_meta.into_inner();
|
|
let Some(batch) = batch else {
|
|
return RenderCommandResult::Skip;
|
|
};
|
|
|
|
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
|
|
}
|
|
}
|