
# Objective - Fixes #6370 - Closes #6581 ## Solution - Added the following lints to the workspace: - `std_instead_of_core` - `std_instead_of_alloc` - `alloc_instead_of_core` - Used `cargo +nightly fmt` with [item level use formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A) to split all `use` statements into single items. - Used `cargo clippy --workspace --all-targets --all-features --fix --allow-dirty` to _attempt_ to resolve the new linting issues, and intervened where the lint was unable to resolve the issue automatically (usually due to needing an `extern crate alloc;` statement in a crate root). - Manually removed certain uses of `std` where negative feature gating prevented `--all-features` from finding the offending uses. - Used `cargo +nightly fmt` with [crate level use formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A) to re-merge all `use` statements matching Bevy's previous styling. - Manually fixed cases where the `fmt` tool could not re-merge `use` statements due to conditional compilation attributes. ## Testing - Ran CI locally ## Migration Guide The MSRV is now 1.81. Please update to this version or higher. ## Notes - This is a _massive_ change to try and push through, which is why I've outlined the semi-automatic steps I used to create this PR, in case this fails and someone else tries again in the future. - Making this change has no impact on user code, but does mean Bevy contributors will be warned to use `core` and `alloc` instead of `std` where possible. - This lint is a critical first step towards investigating `no_std` options for Bevy. --------- Co-authored-by: François Mockers <francois.mockers@vleue.com>
148 lines
5.1 KiB
Rust
148 lines
5.1 KiB
Rust
use core::hash::Hash;
|
|
|
|
use bevy_asset::Asset;
|
|
use bevy_render::render_resource::{AsBindGroup, RenderPipelineDescriptor, ShaderRef};
|
|
|
|
/// Materials are used alongside [`UiMaterialPlugin`](crate::UiMaterialPlugin) and [`MaterialNodeBundle`](crate::prelude::MaterialNodeBundle)
|
|
/// to spawn entities that are rendered with a specific [`UiMaterial`] type. They serve as an easy to use high level
|
|
/// way to render `Node` entities with custom shader logic.
|
|
///
|
|
/// `UiMaterials` must implement [`AsBindGroup`] to define how data will be transferred to the GPU and bound in shaders.
|
|
/// [`AsBindGroup`] can be derived, which makes generating bindings straightforward. See the [`AsBindGroup`] docs for details.
|
|
///
|
|
/// Materials must also implement [`Asset`] so they can be treated as such.
|
|
///
|
|
/// If you are only using the fragment shader, make sure your shader imports the `UiVertexOutput`
|
|
/// from `bevy_ui::ui_vertex_output` and uses it as the input of your fragment shader like the
|
|
/// example below does.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// Here is a simple [`UiMaterial`] implementation. The [`AsBindGroup`] derive has many features. To see what else is available,
|
|
/// check out the [`AsBindGroup`] documentation.
|
|
/// ```
|
|
/// # use bevy_ui::prelude::*;
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// # use bevy_reflect::TypePath;
|
|
/// # use bevy_render::{render_resource::{AsBindGroup, ShaderRef}, texture::Image};
|
|
/// # use bevy_color::LinearRgba;
|
|
/// # use bevy_asset::{Handle, AssetServer, Assets, Asset};
|
|
///
|
|
/// #[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
|
|
/// pub struct CustomMaterial {
|
|
/// // Uniform bindings must implement `ShaderType`, which will be used to convert the value to
|
|
/// // its shader-compatible equivalent. Most core math types already implement `ShaderType`.
|
|
/// #[uniform(0)]
|
|
/// color: LinearRgba,
|
|
/// // Images can be bound as textures in shaders. If the Image's sampler is also needed, just
|
|
/// // add the sampler attribute with a different binding index.
|
|
/// #[texture(1)]
|
|
/// #[sampler(2)]
|
|
/// color_texture: Handle<Image>,
|
|
/// }
|
|
///
|
|
/// // All functions on `UiMaterial` have default impls. You only need to implement the
|
|
/// // functions that are relevant for your material.
|
|
/// impl UiMaterial for CustomMaterial {
|
|
/// fn fragment_shader() -> ShaderRef {
|
|
/// "shaders/custom_material.wgsl".into()
|
|
/// }
|
|
/// }
|
|
///
|
|
/// // Spawn an entity using `CustomMaterial`.
|
|
/// fn setup(mut commands: Commands, mut materials: ResMut<Assets<CustomMaterial>>, asset_server: Res<AssetServer>) {
|
|
/// commands.spawn(MaterialNodeBundle {
|
|
/// style: Style {
|
|
/// width: Val::Percent(100.0),
|
|
/// ..Default::default()
|
|
/// },
|
|
/// material: materials.add(CustomMaterial {
|
|
/// color: LinearRgba::RED,
|
|
/// color_texture: asset_server.load("some_image.png"),
|
|
/// }),
|
|
/// ..Default::default()
|
|
/// });
|
|
/// }
|
|
/// ```
|
|
/// In WGSL shaders, the material's binding would look like this:
|
|
///
|
|
/// If you only use the fragment shader make sure to import `UiVertexOutput` from
|
|
/// `bevy_ui::ui_vertex_output` in your wgsl shader.
|
|
/// Also note that bind group 0 is always bound to the [`View Uniform`](bevy_render::view::ViewUniform)
|
|
/// and the [`Globals Uniform`](bevy_render::globals::GlobalsUniform).
|
|
///
|
|
/// ```wgsl
|
|
/// #import bevy_ui::ui_vertex_output UiVertexOutput
|
|
///
|
|
/// struct CustomMaterial {
|
|
/// color: vec4<f32>,
|
|
/// }
|
|
///
|
|
/// @group(1) @binding(0)
|
|
/// var<uniform> material: CustomMaterial;
|
|
/// @group(1) @binding(1)
|
|
/// var color_texture: texture_2d<f32>;
|
|
/// @group(1) @binding(2)
|
|
/// var color_sampler: sampler;
|
|
///
|
|
/// @fragment
|
|
/// fn fragment(in: UiVertexOutput) -> @location(0) vec4<f32> {
|
|
///
|
|
/// }
|
|
/// ```
|
|
pub trait UiMaterial: AsBindGroup + Asset + Clone + Sized {
|
|
/// Returns this materials vertex shader. If [`ShaderRef::Default`] is returned, the default UI
|
|
/// vertex shader will be used.
|
|
fn vertex_shader() -> ShaderRef {
|
|
ShaderRef::Default
|
|
}
|
|
|
|
/// Returns this materials fragment shader. If [`ShaderRef::Default`] is returned, the default
|
|
/// UI fragment shader will be used.
|
|
fn fragment_shader() -> ShaderRef {
|
|
ShaderRef::Default
|
|
}
|
|
|
|
#[allow(unused_variables)]
|
|
#[inline]
|
|
fn specialize(descriptor: &mut RenderPipelineDescriptor, key: UiMaterialKey<Self>) {}
|
|
}
|
|
|
|
pub struct UiMaterialKey<M: UiMaterial> {
|
|
pub hdr: bool,
|
|
pub bind_group_data: M::Data,
|
|
}
|
|
|
|
impl<M: UiMaterial> Eq for UiMaterialKey<M> where M::Data: PartialEq {}
|
|
|
|
impl<M: UiMaterial> PartialEq for UiMaterialKey<M>
|
|
where
|
|
M::Data: PartialEq,
|
|
{
|
|
fn eq(&self, other: &Self) -> bool {
|
|
self.hdr == other.hdr && self.bind_group_data == other.bind_group_data
|
|
}
|
|
}
|
|
|
|
impl<M: UiMaterial> Clone for UiMaterialKey<M>
|
|
where
|
|
M::Data: Clone,
|
|
{
|
|
fn clone(&self) -> Self {
|
|
Self {
|
|
hdr: self.hdr,
|
|
bind_group_data: self.bind_group_data.clone(),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl<M: UiMaterial> Hash for UiMaterialKey<M>
|
|
where
|
|
M::Data: Hash,
|
|
{
|
|
fn hash<H: core::hash::Hasher>(&self, state: &mut H) {
|
|
self.hdr.hash(state);
|
|
self.bind_group_data.hash(state);
|
|
}
|
|
}
|