bevy/crates/bevy_gizmos/src/pipeline_2d.rs
IceSentry 5abc32ceda
Add 2d opaque phase with depth buffer (#13069)
This PR is based on top of #12982

# Objective

- Mesh2d currently only has an alpha blended phase. Most sprites don't
need transparency though.
- For some 2d games it can be useful to have a 2d depth buffer

## Solution

- Add an opaque phase to render Mesh2d that don't need transparency
- This phase currently uses the `SortedRenderPhase` to make it easier to
implement based on the already existing transparent phase. A follow up
PR will switch this to `BinnedRenderPhase`.
- Add a 2d depth buffer
- Use that depth buffer in the transparent phase to make sure that
sprites and transparent mesh2d are displayed correctly

## Testing

I added the mesh2d_transforms example that layers many opaque and
transparent mesh2d to make sure they all get displayed correctly. I also
confirmed it works with sprites by modifying that example locally.

---

## Changelog

- Added `AlphaMode2d`
- Added `Opaque2d` render phase
- Camera2d now have a `ViewDepthTexture` component

## Migration Guide

- `ColorMaterial` now contains `AlphaMode2d`. To keep previous
behaviour, use `AlphaMode::BLEND`. If you know your sprite is opaque,
use `AlphaMode::OPAQUE`

## Follow up PRs

- See tracking issue: #13265

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Christopher Biscardi <chris@christopherbiscardi.com>
2024-08-07 00:22:09 +00:00

392 lines
13 KiB
Rust

use crate::{
config::{GizmoLineJoint, GizmoLineStyle, GizmoMeshConfig},
line_gizmo_vertex_buffer_layouts, line_joint_gizmo_vertex_buffer_layouts, DrawLineGizmo,
DrawLineJointGizmo, GizmoRenderSystem, GpuLineGizmo, LineGizmo,
LineGizmoUniformBindgroupLayout, SetLineGizmoBindGroup, LINE_JOINT_SHADER_HANDLE,
LINE_SHADER_HANDLE,
};
use bevy_app::{App, Plugin};
use bevy_asset::Handle;
use bevy_core_pipeline::core_2d::{Transparent2d, CORE_2D_DEPTH_FORMAT};
use bevy_ecs::{
prelude::Entity,
schedule::{IntoSystemConfigs, IntoSystemSetConfigs},
system::{Query, Res, ResMut, Resource},
world::{FromWorld, World},
};
use bevy_math::FloatOrd;
use bevy_render::{
render_asset::{prepare_assets, RenderAssets},
render_phase::{
AddRenderCommand, DrawFunctions, PhaseItemExtraIndex, SetItemPipeline,
ViewSortedRenderPhases,
},
render_resource::*,
texture::BevyDefault,
view::{ExtractedView, Msaa, RenderLayers, ViewTarget},
Render, RenderApp, RenderSet,
};
use bevy_sprite::{Mesh2dPipeline, Mesh2dPipelineKey, SetMesh2dViewBindGroup};
use bevy_utils::tracing::error;
pub struct LineGizmo2dPlugin;
impl Plugin for LineGizmo2dPlugin {
fn build(&self, app: &mut App) {
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app
.add_render_command::<Transparent2d, DrawLineGizmo2d>()
.add_render_command::<Transparent2d, DrawLineJointGizmo2d>()
.init_resource::<SpecializedRenderPipelines<LineGizmoPipeline>>()
.init_resource::<SpecializedRenderPipelines<LineJointGizmoPipeline>>()
.configure_sets(
Render,
GizmoRenderSystem::QueueLineGizmos2d
.in_set(RenderSet::Queue)
.ambiguous_with(bevy_sprite::queue_sprites)
.ambiguous_with(
bevy_sprite::queue_material2d_meshes::<bevy_sprite::ColorMaterial>,
),
)
.add_systems(
Render,
(queue_line_gizmos_2d, queue_line_joint_gizmos_2d)
.in_set(GizmoRenderSystem::QueueLineGizmos2d)
.after(prepare_assets::<GpuLineGizmo>),
);
}
fn finish(&self, app: &mut App) {
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app.init_resource::<LineGizmoPipeline>();
render_app.init_resource::<LineJointGizmoPipeline>();
}
}
#[derive(Clone, Resource)]
struct LineGizmoPipeline {
mesh_pipeline: Mesh2dPipeline,
uniform_layout: BindGroupLayout,
}
impl FromWorld for LineGizmoPipeline {
fn from_world(render_world: &mut World) -> Self {
LineGizmoPipeline {
mesh_pipeline: render_world.resource::<Mesh2dPipeline>().clone(),
uniform_layout: render_world
.resource::<LineGizmoUniformBindgroupLayout>()
.layout
.clone(),
}
}
}
#[derive(PartialEq, Eq, Hash, Clone)]
struct LineGizmoPipelineKey {
mesh_key: Mesh2dPipelineKey,
strip: bool,
line_style: GizmoLineStyle,
}
impl SpecializedRenderPipeline for LineGizmoPipeline {
type Key = LineGizmoPipelineKey;
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
let format = if key.mesh_key.contains(Mesh2dPipelineKey::HDR) {
ViewTarget::TEXTURE_FORMAT_HDR
} else {
TextureFormat::bevy_default()
};
let shader_defs = vec![
#[cfg(feature = "webgl")]
"SIXTEEN_BYTE_ALIGNMENT".into(),
];
let layout = vec![
self.mesh_pipeline.view_layout.clone(),
self.uniform_layout.clone(),
];
let fragment_entry_point = match key.line_style {
GizmoLineStyle::Solid => "fragment_solid",
GizmoLineStyle::Dotted => "fragment_dotted",
};
RenderPipelineDescriptor {
vertex: VertexState {
shader: LINE_SHADER_HANDLE,
entry_point: "vertex".into(),
shader_defs: shader_defs.clone(),
buffers: line_gizmo_vertex_buffer_layouts(key.strip),
},
fragment: Some(FragmentState {
shader: LINE_SHADER_HANDLE,
shader_defs,
entry_point: fragment_entry_point.into(),
targets: vec![Some(ColorTargetState {
format,
blend: Some(BlendState::ALPHA_BLENDING),
write_mask: ColorWrites::ALL,
})],
}),
layout,
primitive: PrimitiveState::default(),
depth_stencil: Some(DepthStencilState {
format: CORE_2D_DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: CompareFunction::GreaterEqual,
stencil: StencilState {
front: StencilFaceState::IGNORE,
back: StencilFaceState::IGNORE,
read_mask: 0,
write_mask: 0,
},
bias: DepthBiasState {
constant: 0,
slope_scale: 0.0,
clamp: 0.0,
},
}),
multisample: MultisampleState {
count: key.mesh_key.msaa_samples(),
mask: !0,
alpha_to_coverage_enabled: false,
},
label: Some("LineGizmo Pipeline 2D".into()),
push_constant_ranges: vec![],
}
}
}
#[derive(Clone, Resource)]
struct LineJointGizmoPipeline {
mesh_pipeline: Mesh2dPipeline,
uniform_layout: BindGroupLayout,
}
impl FromWorld for LineJointGizmoPipeline {
fn from_world(render_world: &mut World) -> Self {
LineJointGizmoPipeline {
mesh_pipeline: render_world.resource::<Mesh2dPipeline>().clone(),
uniform_layout: render_world
.resource::<LineGizmoUniformBindgroupLayout>()
.layout
.clone(),
}
}
}
#[derive(PartialEq, Eq, Hash, Clone)]
struct LineJointGizmoPipelineKey {
mesh_key: Mesh2dPipelineKey,
joints: GizmoLineJoint,
}
impl SpecializedRenderPipeline for LineJointGizmoPipeline {
type Key = LineJointGizmoPipelineKey;
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
let format = if key.mesh_key.contains(Mesh2dPipelineKey::HDR) {
ViewTarget::TEXTURE_FORMAT_HDR
} else {
TextureFormat::bevy_default()
};
let shader_defs = vec![
#[cfg(feature = "webgl")]
"SIXTEEN_BYTE_ALIGNMENT".into(),
];
let layout = vec![
self.mesh_pipeline.view_layout.clone(),
self.uniform_layout.clone(),
];
if key.joints == GizmoLineJoint::None {
error!("There is no entry point for line joints with GizmoLineJoints::None. Please consider aborting the drawing process before reaching this stage.");
};
let entry_point = match key.joints {
GizmoLineJoint::Miter => "vertex_miter",
GizmoLineJoint::Round(_) => "vertex_round",
GizmoLineJoint::None | GizmoLineJoint::Bevel => "vertex_bevel",
};
RenderPipelineDescriptor {
vertex: VertexState {
shader: LINE_JOINT_SHADER_HANDLE,
entry_point: entry_point.into(),
shader_defs: shader_defs.clone(),
buffers: line_joint_gizmo_vertex_buffer_layouts(),
},
fragment: Some(FragmentState {
shader: LINE_JOINT_SHADER_HANDLE,
shader_defs,
entry_point: "fragment".into(),
targets: vec![Some(ColorTargetState {
format,
blend: Some(BlendState::ALPHA_BLENDING),
write_mask: ColorWrites::ALL,
})],
}),
layout,
primitive: PrimitiveState::default(),
depth_stencil: Some(DepthStencilState {
format: CORE_2D_DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: CompareFunction::GreaterEqual,
stencil: StencilState {
front: StencilFaceState::IGNORE,
back: StencilFaceState::IGNORE,
read_mask: 0,
write_mask: 0,
},
bias: DepthBiasState {
constant: 0,
slope_scale: 0.0,
clamp: 0.0,
},
}),
multisample: MultisampleState {
count: key.mesh_key.msaa_samples(),
mask: !0,
alpha_to_coverage_enabled: false,
},
label: Some("LineJointGizmo Pipeline 2D".into()),
push_constant_ranges: vec![],
}
}
}
type DrawLineGizmo2d = (
SetItemPipeline,
SetMesh2dViewBindGroup<0>,
SetLineGizmoBindGroup<1>,
DrawLineGizmo,
);
type DrawLineJointGizmo2d = (
SetItemPipeline,
SetMesh2dViewBindGroup<0>,
SetLineGizmoBindGroup<1>,
DrawLineJointGizmo,
);
#[allow(clippy::too_many_arguments)]
fn queue_line_gizmos_2d(
draw_functions: Res<DrawFunctions<Transparent2d>>,
pipeline: Res<LineGizmoPipeline>,
mut pipelines: ResMut<SpecializedRenderPipelines<LineGizmoPipeline>>,
pipeline_cache: Res<PipelineCache>,
line_gizmos: Query<(Entity, &Handle<LineGizmo>, &GizmoMeshConfig)>,
line_gizmo_assets: Res<RenderAssets<GpuLineGizmo>>,
mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
mut views: Query<(Entity, &ExtractedView, &Msaa, Option<&RenderLayers>)>,
) {
let draw_function = draw_functions.read().get_id::<DrawLineGizmo2d>().unwrap();
for (view_entity, view, msaa, render_layers) in &mut views {
let Some(transparent_phase) = transparent_render_phases.get_mut(&view_entity) else {
continue;
};
let mesh_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples())
| Mesh2dPipelineKey::from_hdr(view.hdr);
let render_layers = render_layers.unwrap_or_default();
for (entity, handle, config) in &line_gizmos {
if !config.render_layers.intersects(render_layers) {
continue;
}
let Some(line_gizmo) = line_gizmo_assets.get(handle) else {
continue;
};
let pipeline = pipelines.specialize(
&pipeline_cache,
&pipeline,
LineGizmoPipelineKey {
mesh_key,
strip: line_gizmo.strip,
line_style: config.line_style,
},
);
transparent_phase.add(Transparent2d {
entity,
draw_function,
pipeline,
sort_key: FloatOrd(f32::INFINITY),
batch_range: 0..1,
extra_index: PhaseItemExtraIndex::NONE,
});
}
}
}
#[allow(clippy::too_many_arguments)]
fn queue_line_joint_gizmos_2d(
draw_functions: Res<DrawFunctions<Transparent2d>>,
pipeline: Res<LineJointGizmoPipeline>,
mut pipelines: ResMut<SpecializedRenderPipelines<LineJointGizmoPipeline>>,
pipeline_cache: Res<PipelineCache>,
line_gizmos: Query<(Entity, &Handle<LineGizmo>, &GizmoMeshConfig)>,
line_gizmo_assets: Res<RenderAssets<GpuLineGizmo>>,
mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
mut views: Query<(Entity, &ExtractedView, &Msaa, Option<&RenderLayers>)>,
) {
let draw_function = draw_functions
.read()
.get_id::<DrawLineJointGizmo2d>()
.unwrap();
for (view_entity, view, msaa, render_layers) in &mut views {
let Some(transparent_phase) = transparent_render_phases.get_mut(&view_entity) else {
continue;
};
let mesh_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples())
| Mesh2dPipelineKey::from_hdr(view.hdr);
let render_layers = render_layers.unwrap_or_default();
for (entity, handle, config) in &line_gizmos {
if !config.render_layers.intersects(render_layers) {
continue;
}
let Some(line_gizmo) = line_gizmo_assets.get(handle) else {
continue;
};
if !line_gizmo.strip || line_gizmo.joints == GizmoLineJoint::None {
continue;
}
let pipeline = pipelines.specialize(
&pipeline_cache,
&pipeline,
LineJointGizmoPipelineKey {
mesh_key,
joints: line_gizmo.joints,
},
);
transparent_phase.add(Transparent2d {
entity,
draw_function,
pipeline,
sort_key: FloatOrd(f32::INFINITY),
batch_range: 0..1,
extra_index: PhaseItemExtraIndex::NONE,
});
}
}
}