
# Objective Fixes #3352 Fixes #3208 ## Solution - Update wgpu to 0.12 - Update naga to 0.8 - Resolve compilation errors - Remove [[block]] from WGSL shaders (because it is depracated and now wgpu cant parse it) - Replace `elseif` with `else if` in pbr.wgsl
608 lines
21 KiB
Rust
608 lines
21 KiB
Rust
use std::{cmp::Ordering, ops::Range};
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use crate::{
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texture_atlas::{TextureAtlas, TextureAtlasSprite},
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Rect, Sprite, SPRITE_SHADER_HANDLE,
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};
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use bevy_asset::{AssetEvent, Assets, Handle};
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use bevy_core::FloatOrd;
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use bevy_core_pipeline::Transparent2d;
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use bevy_ecs::{
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prelude::*,
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system::{lifetimeless::*, SystemState},
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};
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use bevy_math::{const_vec3, Mat4, Vec2, Vec3, Vec4Swizzles};
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use bevy_render::{
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color::Color,
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render_asset::RenderAssets,
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render_phase::{Draw, DrawFunctions, RenderPhase, TrackedRenderPass},
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render_resource::*,
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renderer::{RenderDevice, RenderQueue},
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texture::{BevyDefault, Image},
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view::{ComputedVisibility, ViewUniform, ViewUniformOffset, ViewUniforms},
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RenderWorld,
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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 crevice::std140::AsStd140;
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use wgpu::SamplerBindingType;
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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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}
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impl FromWorld for SpritePipeline {
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fn from_world(world: &mut World) -> Self {
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let world = world.cell();
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let render_device = world.get_resource::<RenderDevice>().unwrap();
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let view_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: true,
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min_binding_size: BufferSize::new(ViewUniform::std140_size_static() as u64),
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},
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count: None,
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}],
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label: Some("sprite_view_layout"),
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});
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let material_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[
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BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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multisampled: false,
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sample_type: TextureSampleType::Float { filterable: true },
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view_dimension: TextureViewDimension::D2,
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},
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count: None,
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},
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BindGroupLayoutEntry {
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binding: 1,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Sampler(SamplerBindingType::Filtering),
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count: None,
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},
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],
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label: Some("sprite_material_layout"),
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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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}
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}
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}
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#[derive(Clone, Copy, Hash, PartialEq, Eq)]
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pub struct SpritePipelineKey {
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colored: bool,
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}
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impl SpecializedPipeline 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 vertex_buffer_layout = VertexBufferLayout {
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array_stride: 20,
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step_mode: VertexStepMode::Vertex,
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attributes: vec![
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VertexAttribute {
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format: VertexFormat::Float32x3,
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offset: 0,
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shader_location: 0,
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},
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VertexAttribute {
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format: VertexFormat::Float32x2,
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offset: 12,
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shader_location: 1,
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},
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],
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};
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let mut shader_defs = Vec::new();
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if key.colored {
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shader_defs.push("COLORED".to_string());
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vertex_buffer_layout.attributes.push(VertexAttribute {
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format: VertexFormat::Uint32,
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offset: 20,
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shader_location: 2,
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});
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vertex_buffer_layout.array_stride += 4;
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}
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RenderPipelineDescriptor {
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vertex: VertexState {
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shader: SPRITE_SHADER_HANDLE.typed::<Shader>(),
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entry_point: "vertex".into(),
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shader_defs: shader_defs.clone(),
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buffers: vec![vertex_buffer_layout],
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},
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fragment: Some(FragmentState {
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shader: SPRITE_SHADER_HANDLE.typed::<Shader>(),
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shader_defs,
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entry_point: "fragment".into(),
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targets: vec![ColorTargetState {
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format: TextureFormat::bevy_default(),
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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: Some(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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depth_stencil: None,
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multisample: MultisampleState {
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count: 1,
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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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}
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}
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}
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pub struct ExtractedSprite {
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pub transform: Mat4,
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pub color: Color,
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pub rect: Rect,
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pub handle: Handle<Image>,
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pub atlas_size: Option<Vec2>,
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pub flip_x: bool,
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pub flip_y: bool,
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}
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#[derive(Default)]
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pub struct ExtractedSprites {
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pub sprites: Vec<ExtractedSprite>,
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}
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#[derive(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 render_world: ResMut<RenderWorld>,
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mut image_events: EventReader<AssetEvent<Image>>,
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) {
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let mut events = render_world
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.get_resource_mut::<SpriteAssetEvents>()
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.unwrap();
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let SpriteAssetEvents { ref mut images } = *events;
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images.clear();
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for image in image_events.iter() {
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// AssetEvent: !Clone
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images.push(match image {
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AssetEvent::Created { handle } => AssetEvent::Created {
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handle: handle.clone_weak(),
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},
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AssetEvent::Modified { handle } => AssetEvent::Modified {
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handle: handle.clone_weak(),
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},
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AssetEvent::Removed { handle } => AssetEvent::Removed {
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handle: handle.clone_weak(),
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},
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});
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}
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}
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pub fn extract_sprites(
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mut render_world: ResMut<RenderWorld>,
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images: Res<Assets<Image>>,
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texture_atlases: Res<Assets<TextureAtlas>>,
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sprite_query: Query<(
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&ComputedVisibility,
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&Sprite,
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&GlobalTransform,
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&Handle<Image>,
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)>,
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atlas_query: Query<(
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&ComputedVisibility,
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&TextureAtlasSprite,
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&GlobalTransform,
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&Handle<TextureAtlas>,
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)>,
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) {
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let mut extracted_sprites = render_world.get_resource_mut::<ExtractedSprites>().unwrap();
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extracted_sprites.sprites.clear();
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for (computed_visibility, sprite, transform, handle) in sprite_query.iter() {
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if !computed_visibility.is_visible {
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continue;
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}
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if let Some(image) = images.get(handle) {
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let size = image.texture_descriptor.size;
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extracted_sprites.sprites.push(ExtractedSprite {
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atlas_size: None,
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color: sprite.color,
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transform: transform.compute_matrix(),
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rect: Rect {
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min: Vec2::ZERO,
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max: sprite
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.custom_size
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.unwrap_or_else(|| Vec2::new(size.width as f32, size.height as f32)),
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},
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flip_x: sprite.flip_x,
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flip_y: sprite.flip_y,
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handle: handle.clone_weak(),
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});
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};
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}
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for (computed_visibility, atlas_sprite, transform, texture_atlas_handle) in atlas_query.iter() {
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if !computed_visibility.is_visible {
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continue;
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}
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if let Some(texture_atlas) = texture_atlases.get(texture_atlas_handle) {
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if images.contains(&texture_atlas.texture) {
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let rect = texture_atlas.textures[atlas_sprite.index as usize];
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extracted_sprites.sprites.push(ExtractedSprite {
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atlas_size: Some(texture_atlas.size),
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color: atlas_sprite.color,
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transform: transform.compute_matrix(),
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rect,
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flip_x: atlas_sprite.flip_x,
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flip_y: atlas_sprite.flip_y,
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handle: texture_atlas.texture.clone_weak(),
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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 SpriteVertex {
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pub position: [f32; 3],
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pub uv: [f32; 2],
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}
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#[repr(C)]
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#[derive(Copy, Clone, Pod, Zeroable)]
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struct ColoredSpriteVertex {
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pub position: [f32; 3],
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pub uv: [f32; 2],
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pub color: u32,
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}
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pub struct SpriteMeta {
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vertices: BufferVec<SpriteVertex>,
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colored_vertices: BufferVec<ColoredSpriteVertex>,
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view_bind_group: Option<BindGroup>,
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}
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impl Default for SpriteMeta {
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fn default() -> Self {
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Self {
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vertices: BufferVec::new(BufferUsages::VERTEX),
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colored_vertices: BufferVec::new(BufferUsages::VERTEX),
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view_bind_group: None,
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}
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}
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}
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const QUAD_VERTEX_POSITIONS: &[Vec3] = &[
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const_vec3!([-0.5, -0.5, 0.0]),
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const_vec3!([0.5, 0.5, 0.0]),
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const_vec3!([-0.5, 0.5, 0.0]),
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const_vec3!([-0.5, -0.5, 0.0]),
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const_vec3!([0.5, -0.5, 0.0]),
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const_vec3!([0.5, 0.5, 0.0]),
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];
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#[derive(Component)]
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pub struct SpriteBatch {
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range: Range<u32>,
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handle: Handle<Image>,
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z: f32,
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colored: bool,
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}
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pub fn prepare_sprites(
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mut commands: Commands,
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render_device: Res<RenderDevice>,
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render_queue: Res<RenderQueue>,
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mut sprite_meta: ResMut<SpriteMeta>,
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mut extracted_sprites: ResMut<ExtractedSprites>,
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) {
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sprite_meta.vertices.clear();
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sprite_meta.colored_vertices.clear();
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// sort first by z and then by handle. this ensures that, when possible, batches span multiple z layers
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// batches won't span z-layers if there is another batch between them
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extracted_sprites.sprites.sort_by(|a, b| {
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match FloatOrd(a.transform.w_axis[2]).cmp(&FloatOrd(b.transform.w_axis[2])) {
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Ordering::Equal => a.handle.cmp(&b.handle),
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other => other,
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}
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});
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let mut start = 0;
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let mut end = 0;
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let mut colored_start = 0;
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let mut colored_end = 0;
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let mut current_batch_handle: Option<Handle<Image>> = None;
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let mut current_batch_colored = false;
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let mut last_z = 0.0;
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for extracted_sprite in extracted_sprites.sprites.iter() {
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let colored = extracted_sprite.color != Color::WHITE;
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if let Some(current_batch_handle) = ¤t_batch_handle {
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if *current_batch_handle != extracted_sprite.handle || current_batch_colored != colored
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{
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if current_batch_colored {
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commands.spawn_bundle((SpriteBatch {
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range: colored_start..colored_end,
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handle: current_batch_handle.clone_weak(),
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z: last_z,
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colored: true,
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},));
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colored_start = colored_end;
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} else {
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commands.spawn_bundle((SpriteBatch {
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range: start..end,
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handle: current_batch_handle.clone_weak(),
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z: last_z,
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colored: false,
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},));
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start = end;
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}
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}
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}
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current_batch_handle = Some(extracted_sprite.handle.clone_weak());
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current_batch_colored = colored;
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let sprite_rect = extracted_sprite.rect;
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// Specify the corners of the sprite
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let mut bottom_left = Vec2::new(sprite_rect.min.x, sprite_rect.max.y);
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let mut top_left = sprite_rect.min;
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let mut top_right = Vec2::new(sprite_rect.max.x, sprite_rect.min.y);
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let mut bottom_right = sprite_rect.max;
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if extracted_sprite.flip_x {
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bottom_left.x = sprite_rect.max.x;
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top_left.x = sprite_rect.max.x;
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bottom_right.x = sprite_rect.min.x;
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top_right.x = sprite_rect.min.x;
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}
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if extracted_sprite.flip_y {
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bottom_left.y = sprite_rect.min.y;
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bottom_right.y = sprite_rect.min.y;
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top_left.y = sprite_rect.max.y;
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top_right.y = sprite_rect.max.y;
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}
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let atlas_extent = extracted_sprite.atlas_size.unwrap_or(sprite_rect.max);
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bottom_left /= atlas_extent;
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bottom_right /= atlas_extent;
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top_left /= atlas_extent;
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top_right /= atlas_extent;
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let uvs: [[f32; 2]; 6] = [
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bottom_left.into(),
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top_right.into(),
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top_left.into(),
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bottom_left.into(),
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bottom_right.into(),
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top_right.into(),
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];
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let rect_size = extracted_sprite.rect.size().extend(1.0);
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if current_batch_colored {
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let color = extracted_sprite.color.as_linear_rgba_f32();
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// encode color as a single u32 to save space
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let color = (color[0] * 255.0) as u32
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| ((color[1] * 255.0) as u32) << 8
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| ((color[2] * 255.0) as u32) << 16
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| ((color[3] * 255.0) as u32) << 24;
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for (index, vertex_position) in QUAD_VERTEX_POSITIONS.iter().enumerate() {
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let mut final_position = *vertex_position * rect_size;
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final_position = (extracted_sprite.transform * final_position.extend(1.0)).xyz();
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sprite_meta.colored_vertices.push(ColoredSpriteVertex {
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position: final_position.into(),
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uv: uvs[index],
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color,
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});
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}
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} else {
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for (index, vertex_position) in QUAD_VERTEX_POSITIONS.iter().enumerate() {
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let mut final_position = *vertex_position * rect_size;
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final_position = (extracted_sprite.transform * final_position.extend(1.0)).xyz();
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sprite_meta.vertices.push(SpriteVertex {
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position: final_position.into(),
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uv: uvs[index],
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});
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}
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}
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last_z = extracted_sprite.transform.w_axis[2];
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if current_batch_colored {
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colored_end += QUAD_VERTEX_POSITIONS.len() as u32;
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} else {
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end += QUAD_VERTEX_POSITIONS.len() as u32;
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}
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}
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// if start != end, there is one last batch to process
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if start != end {
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if let Some(current_batch_handle) = current_batch_handle {
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commands.spawn_bundle((SpriteBatch {
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range: start..end,
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handle: current_batch_handle,
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colored: false,
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z: last_z,
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},));
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}
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} else if colored_start != colored_end {
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if let Some(current_batch_handle) = current_batch_handle {
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commands.spawn_bundle((SpriteBatch {
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range: colored_start..colored_end,
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handle: current_batch_handle,
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colored: true,
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z: last_z,
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},));
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}
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}
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sprite_meta
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.vertices
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.write_buffer(&render_device, &render_queue);
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sprite_meta
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.colored_vertices
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.write_buffer(&render_device, &render_queue);
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}
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#[derive(Default)]
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pub struct ImageBindGroups {
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values: HashMap<Handle<Image>, BindGroup>,
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}
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#[allow(clippy::too_many_arguments)]
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pub fn queue_sprites(
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draw_functions: Res<DrawFunctions<Transparent2d>>,
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render_device: Res<RenderDevice>,
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mut sprite_meta: ResMut<SpriteMeta>,
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view_uniforms: Res<ViewUniforms>,
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sprite_pipeline: Res<SpritePipeline>,
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mut pipelines: ResMut<SpecializedPipelines<SpritePipeline>>,
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mut pipeline_cache: ResMut<RenderPipelineCache>,
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mut image_bind_groups: ResMut<ImageBindGroups>,
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gpu_images: Res<RenderAssets<Image>>,
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mut sprite_batches: Query<(Entity, &SpriteBatch)>,
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mut views: Query<&mut RenderPhase<Transparent2d>>,
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events: Res<SpriteAssetEvents>,
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) {
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// If an image has changed, the GpuImage has (probably) changed
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for event in &events.images {
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match event {
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AssetEvent::Created { .. } => None,
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AssetEvent::Modified { handle } => image_bind_groups.values.remove(handle),
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AssetEvent::Removed { handle } => image_bind_groups.values.remove(handle),
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};
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}
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if let Some(view_binding) = view_uniforms.uniforms.binding() {
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sprite_meta.view_bind_group = Some(render_device.create_bind_group(&BindGroupDescriptor {
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entries: &[BindGroupEntry {
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binding: 0,
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resource: view_binding,
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}],
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label: Some("sprite_view_bind_group"),
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|
layout: &sprite_pipeline.view_layout,
|
|
}));
|
|
let draw_sprite_function = draw_functions.read().get_id::<DrawSprite>().unwrap();
|
|
let pipeline = pipelines.specialize(
|
|
&mut pipeline_cache,
|
|
&sprite_pipeline,
|
|
SpritePipelineKey { colored: false },
|
|
);
|
|
let colored_pipeline = pipelines.specialize(
|
|
&mut pipeline_cache,
|
|
&sprite_pipeline,
|
|
SpritePipelineKey { colored: true },
|
|
);
|
|
for mut transparent_phase in views.iter_mut() {
|
|
for (entity, batch) in sprite_batches.iter_mut() {
|
|
image_bind_groups
|
|
.values
|
|
.entry(batch.handle.clone_weak())
|
|
.or_insert_with(|| {
|
|
let gpu_image = gpu_images.get(&batch.handle).unwrap();
|
|
render_device.create_bind_group(&BindGroupDescriptor {
|
|
entries: &[
|
|
BindGroupEntry {
|
|
binding: 0,
|
|
resource: BindingResource::TextureView(&gpu_image.texture_view),
|
|
},
|
|
BindGroupEntry {
|
|
binding: 1,
|
|
resource: BindingResource::Sampler(&gpu_image.sampler),
|
|
},
|
|
],
|
|
label: Some("sprite_material_bind_group"),
|
|
layout: &sprite_pipeline.material_layout,
|
|
})
|
|
});
|
|
transparent_phase.add(Transparent2d {
|
|
draw_function: draw_sprite_function,
|
|
pipeline: if batch.colored {
|
|
colored_pipeline
|
|
} else {
|
|
pipeline
|
|
},
|
|
entity,
|
|
sort_key: FloatOrd(batch.z),
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pub struct DrawSprite {
|
|
params: SystemState<(
|
|
SRes<SpriteMeta>,
|
|
SRes<ImageBindGroups>,
|
|
SRes<RenderPipelineCache>,
|
|
SQuery<Read<ViewUniformOffset>>,
|
|
SQuery<Read<SpriteBatch>>,
|
|
)>,
|
|
}
|
|
|
|
impl DrawSprite {
|
|
pub fn new(world: &mut World) -> Self {
|
|
Self {
|
|
params: SystemState::new(world),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl Draw<Transparent2d> for DrawSprite {
|
|
fn draw<'w>(
|
|
&mut self,
|
|
world: &'w World,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
view: Entity,
|
|
item: &Transparent2d,
|
|
) {
|
|
let (sprite_meta, image_bind_groups, pipelines, views, sprites) = self.params.get(world);
|
|
let view_uniform = views.get(view).unwrap();
|
|
let sprite_meta = sprite_meta.into_inner();
|
|
let image_bind_groups = image_bind_groups.into_inner();
|
|
let sprite_batch = sprites.get(item.entity).unwrap();
|
|
if let Some(pipeline) = pipelines.into_inner().get(item.pipeline) {
|
|
pass.set_render_pipeline(pipeline);
|
|
if sprite_batch.colored {
|
|
pass.set_vertex_buffer(0, sprite_meta.colored_vertices.buffer().unwrap().slice(..));
|
|
} else {
|
|
pass.set_vertex_buffer(0, sprite_meta.vertices.buffer().unwrap().slice(..));
|
|
}
|
|
pass.set_bind_group(
|
|
0,
|
|
sprite_meta.view_bind_group.as_ref().unwrap(),
|
|
&[view_uniform.offset],
|
|
);
|
|
pass.set_bind_group(
|
|
1,
|
|
image_bind_groups.values.get(&sprite_batch.handle).unwrap(),
|
|
&[],
|
|
);
|
|
|
|
pass.draw(sprite_batch.range.clone(), 0..1);
|
|
}
|
|
}
|
|
}
|