use core::{hash::Hash, ops::Range};
use bevy_app::prelude::*;
use bevy_asset::*;
use bevy_camera::visibility::InheritedVisibility;
use bevy_color::{Alpha, ColorToComponents, LinearRgba};
use bevy_ecs::prelude::*;
use bevy_ecs::{
prelude::Component,
system::{
lifetimeless::{Read, SRes},
*,
},
};
use bevy_math::{vec2, Affine2, FloatOrd, Rect, Vec2};
use bevy_mesh::VertexBufferLayout;
use bevy_render::sync_world::{MainEntity, TemporaryRenderEntity};
use bevy_render::{
render_phase::*,
render_resource::{binding_types::uniform_buffer, *},
renderer::{RenderDevice, RenderQueue},
view::*,
Extract, ExtractSchedule, Render, RenderSystems,
};
use bevy_render::{GpuResourceAppExt, RenderApp, RenderStartup};
use bevy_shader::{Shader, ShaderDefVal};
use bevy_ui::{
BoxShadow, CalculatedClip, ComputedNode, ComputedStackIndex, ComputedUiRenderTargetInfo,
ComputedUiTargetCamera, ResolvedBorderRadius, UiGlobalTransform, Val,
};
use bevy_utils::default;
use bytemuck::{Pod, Zeroable};
use crate::{BoxShadowSamples, RenderUiSystems, TransparentUi, UiCameraMap};
use super::{stack_z_offsets, UiCameraView, QUAD_INDICES, QUAD_VERTEX_POSITIONS};
pub struct BoxShadowPlugin;
impl Plugin for BoxShadowPlugin {
fn build(&self, app: &mut App) {
embedded_asset!(app, "box_shadow.wgsl");
if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.add_render_command::<TransparentUi, DrawBoxShadows>()
.init_resource::<ExtractedBoxShadows>()
.init_gpu_resource::<BoxShadowMeta>()
.init_gpu_resource::<SpecializedRenderPipelines<BoxShadowPipeline>>()
.add_systems(RenderStartup, init_box_shadow_pipeline)
.add_systems(
ExtractSchedule,
extract_shadows.in_set(RenderUiSystems::ExtractBoxShadows),
)
.add_systems(
Render,
(
queue_shadows.in_set(RenderSystems::Queue),
prepare_shadows.in_set(RenderSystems::PrepareBindGroups),
),
);
}
}
}
#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable)]
struct BoxShadowVertex {
position: [f32; 3],
uvs: [f32; 2],
vertex_color: [f32; 4],
size: [f32; 2],
radius: [f32; 4],
blur: f32,
bounds: [f32; 2],
}
#[derive(Component)]
pub struct UiShadowsBatch {
pub range: Range<u32>,
pub camera: Entity,
}
#[derive(Resource)]
pub struct BoxShadowMeta {
vertices: RawBufferVec<BoxShadowVertex>,
indices: RawBufferVec<u32>,
view_bind_group: Option<BindGroup>,
}
impl Default for BoxShadowMeta {
fn default() -> Self {
Self {
vertices: RawBufferVec::new(BufferUsages::VERTEX),
indices: RawBufferVec::new(BufferUsages::INDEX),
view_bind_group: None,
}
}
}
#[derive(Resource)]
pub struct BoxShadowPipeline {
pub view_layout: BindGroupLayoutDescriptor,
pub shader: Handle<Shader>,
}
pub fn init_box_shadow_pipeline(mut commands: Commands, asset_server: Res<AssetServer>) {
let view_layout = BindGroupLayoutDescriptor::new(
"box_shadow_view_layout",
&BindGroupLayoutEntries::single(
ShaderStages::VERTEX_FRAGMENT,
uniform_buffer::<ViewUniform>(true),
),
);
commands.insert_resource(BoxShadowPipeline {
view_layout,
shader: load_embedded_asset!(asset_server.as_ref(), "box_shadow.wgsl"),
});
}
#[derive(Clone, Copy, Hash, PartialEq, Eq)]
pub struct BoxShadowPipelineKey {
pub target_format: TextureFormat,
pub samples: u32,
}
impl SpecializedRenderPipeline for BoxShadowPipeline {
type Key = BoxShadowPipelineKey;
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
let vertex_layout = VertexBufferLayout::from_vertex_formats(
VertexStepMode::Vertex,
vec![
VertexFormat::Float32x3,
VertexFormat::Float32x2,
VertexFormat::Float32x4,
VertexFormat::Float32x2,
VertexFormat::Float32x4,
VertexFormat::Float32,
VertexFormat::Float32x2,
],
);
let shader_defs = vec![ShaderDefVal::UInt(
"SHADOW_SAMPLES".to_string(),
key.samples,
)];
RenderPipelineDescriptor {
vertex: VertexState {
shader: self.shader.clone(),
shader_defs: shader_defs.clone(),
buffers: vec![vertex_layout],
..default()
},
fragment: Some(FragmentState {
shader: self.shader.clone(),
shader_defs,
targets: vec![Some(ColorTargetState {
format: key.target_format,
blend: Some(BlendState::ALPHA_BLENDING),
write_mask: ColorWrites::ALL,
})],
..default()
}),
layout: vec![self.view_layout.clone()],
label: Some("box_shadow_pipeline".into()),
..default()
}
}
}
pub struct ExtractedBoxShadow {
pub stack_index: u32,
pub transform: Affine2,
pub bounds: Vec2,
pub clip: Option<Rect>,
pub extracted_camera_entity: Entity,
pub color: LinearRgba,
pub radius: ResolvedBorderRadius,
pub blur_radius: f32,
pub size: Vec2,
pub main_entity: MainEntity,
pub render_entity: Entity,
}
#[derive(Resource, Default)]
pub struct ExtractedBoxShadows {
pub box_shadows: Vec<ExtractedBoxShadow>,
}
pub fn extract_shadows(
mut commands: Commands,
mut extracted_box_shadows: ResMut<ExtractedBoxShadows>,
box_shadow_query: Extract<
Query<(
Entity,
&ComputedNode,
&ComputedStackIndex,
&UiGlobalTransform,
&InheritedVisibility,
&BoxShadow,
Option<&CalculatedClip>,
&ComputedUiTargetCamera,
&ComputedUiRenderTargetInfo,
)>,
>,
camera_map: Extract<UiCameraMap>,
) {
let mut mapping = camera_map.get_mapper();
for (entity, uinode, stack_index, transform, visibility, box_shadow, clip, camera, target) in
&box_shadow_query
{
if !visibility.get() || box_shadow.is_empty() || uinode.is_empty() {
continue;
}
let Some(extracted_camera_entity) = mapping.map(camera) else {
continue;
};
let ui_physical_viewport_size = target.physical_size().as_vec2();
let scale_factor = target.scale_factor();
for drop_shadow in box_shadow.iter() {
if drop_shadow.color.is_fully_transparent() {
continue;
}
let resolve_val = |val, base, scale_factor| match val {
Val::Auto => 0.,
Val::Px(px) => px * scale_factor,
Val::Percent(percent) => percent / 100. * base,
Val::Vw(percent) => percent / 100. * ui_physical_viewport_size.x,
Val::Vh(percent) => percent / 100. * ui_physical_viewport_size.y,
Val::VMin(percent) => percent / 100. * ui_physical_viewport_size.min_element(),
Val::VMax(percent) => percent / 100. * ui_physical_viewport_size.max_element(),
};
let spread_x = resolve_val(drop_shadow.spread_radius, uinode.size().x, scale_factor);
let spread_ratio = (spread_x + uinode.size().x) / uinode.size().x;
let spread = vec2(spread_x, uinode.size().y * spread_ratio - uinode.size().y);
let blur_radius = resolve_val(drop_shadow.blur_radius, uinode.size().x, scale_factor);
let offset = vec2(
resolve_val(drop_shadow.x_offset, uinode.size().x, scale_factor),
resolve_val(drop_shadow.y_offset, uinode.size().y, scale_factor),
);
let shadow_size = uinode.size() + spread;
if shadow_size.cmple(Vec2::ZERO).any() {
continue;
}
let radius = ResolvedBorderRadius {
top_left: uinode.border_radius.top_left * spread_ratio,
top_right: uinode.border_radius.top_right * spread_ratio,
bottom_left: uinode.border_radius.bottom_left * spread_ratio,
bottom_right: uinode.border_radius.bottom_right * spread_ratio,
};
extracted_box_shadows.box_shadows.push(ExtractedBoxShadow {
render_entity: commands.spawn(TemporaryRenderEntity).id(),
stack_index: stack_index.0,
transform: Affine2::from(transform) * Affine2::from_translation(offset),
color: drop_shadow.color.into(),
bounds: shadow_size + 6. * blur_radius,
clip: clip.map(|clip| clip.clip),
extracted_camera_entity,
radius,
blur_radius,
size: shadow_size,
main_entity: entity.into(),
});
}
}
}
#[expect(
clippy::too_many_arguments,
reason = "it's a system that needs a lot of them"
)]
pub fn queue_shadows(
extracted_box_shadows: ResMut<ExtractedBoxShadows>,
box_shadow_pipeline: Res<BoxShadowPipeline>,
mut pipelines: ResMut<SpecializedRenderPipelines<BoxShadowPipeline>>,
mut transparent_render_phases: ResMut<ViewSortedRenderPhases<TransparentUi>>,
mut render_views: Query<(&UiCameraView, Option<&BoxShadowSamples>), With<ExtractedView>>,
camera_views: Query<&ExtractedView>,
pipeline_cache: Res<PipelineCache>,
draw_functions: Res<DrawFunctions<TransparentUi>>,
) {
let draw_function = draw_functions.read().id::<DrawBoxShadows>();
for (index, extracted_shadow) in extracted_box_shadows.box_shadows.iter().enumerate() {
let entity = extracted_shadow.render_entity;
let Ok((default_camera_view, shadow_samples)) =
render_views.get_mut(extracted_shadow.extracted_camera_entity)
else {
continue;
};
let Ok(view) = camera_views.get(default_camera_view.0) else {
continue;
};
let Some(transparent_phase) = transparent_render_phases.get_mut(&view.retained_view_entity)
else {
continue;
};
let pipeline = pipelines.specialize(
&pipeline_cache,
&box_shadow_pipeline,
BoxShadowPipelineKey {
target_format: view.target_format,
samples: shadow_samples.copied().unwrap_or_default().0,
},
);
transparent_phase.add_transient(TransparentUi {
draw_function,
pipeline,
entity: (entity, extracted_shadow.main_entity),
sort_key: FloatOrd(extracted_shadow.stack_index as f32 + stack_z_offsets::BOX_SHADOW),
batch_range: 0..0,
extra_index: PhaseItemExtraIndex::None,
index,
indexed: true,
});
}
}
pub fn prepare_shadows(
mut commands: Commands,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
pipeline_cache: Res<PipelineCache>,
mut ui_meta: ResMut<BoxShadowMeta>,
mut extracted_shadows: ResMut<ExtractedBoxShadows>,
view_uniforms: Res<ViewUniforms>,
box_shadow_pipeline: Res<BoxShadowPipeline>,
mut phases: ResMut<ViewSortedRenderPhases<TransparentUi>>,
mut previous_len: Local<usize>,
) {
if let Some(view_binding) = view_uniforms.uniforms.binding() {
let mut batches: Vec<(Entity, UiShadowsBatch)> = Vec::with_capacity(*previous_len);
ui_meta.vertices.clear();
ui_meta.indices.clear();
ui_meta.view_bind_group = Some(render_device.create_bind_group(
"box_shadow_view_bind_group",
&pipeline_cache.get_bind_group_layout(&box_shadow_pipeline.view_layout),
&BindGroupEntries::single(view_binding),
));
let mut vertices_index = 0;
let mut indices_index = 0;
for ui_phase in phases.values_mut() {
for item_index in 0..ui_phase.items.len() {
let item = &mut ui_phase.items[item_index];
let Some(box_shadow) = extracted_shadows
.box_shadows
.get(item.index)
.filter(|n| item.entity() == n.render_entity)
else {
continue;
};
let rect_size = box_shadow.bounds;
let positions = QUAD_VERTEX_POSITIONS.map(|pos| {
box_shadow
.transform
.transform_point2(pos * rect_size)
.extend(0.)
});
let positions_diff = if let Some(clip) = box_shadow.clip {
[
Vec2::new(
f32::max(clip.min.x - positions[0].x, 0.),
f32::max(clip.min.y - positions[0].y, 0.),
),
Vec2::new(
f32::min(clip.max.x - positions[1].x, 0.),
f32::max(clip.min.y - positions[1].y, 0.),
),
Vec2::new(
f32::min(clip.max.x - positions[2].x, 0.),
f32::min(clip.max.y - positions[2].y, 0.),
),
Vec2::new(
f32::max(clip.min.x - positions[3].x, 0.),
f32::min(clip.max.y - positions[3].y, 0.),
),
]
} else {
[Vec2::ZERO; 4]
};
let positions_clipped = [
positions[0] + positions_diff[0].extend(0.),
positions[1] + positions_diff[1].extend(0.),
positions[2] + positions_diff[2].extend(0.),
positions[3] + positions_diff[3].extend(0.),
];
let transformed_rect_size = box_shadow.transform.transform_vector2(rect_size).abs();
if box_shadow.transform.x_axis[1] == 0.0 {
if positions_diff[0].x - positions_diff[1].x >= transformed_rect_size.x
|| positions_diff[1].y - positions_diff[2].y >= transformed_rect_size.y
{
continue;
}
}
let uvs = [
Vec2::new(positions_diff[0].x, positions_diff[0].y),
Vec2::new(
box_shadow.bounds.x + positions_diff[1].x,
positions_diff[1].y,
),
Vec2::new(
box_shadow.bounds.x + positions_diff[2].x,
box_shadow.bounds.y + positions_diff[2].y,
),
Vec2::new(
positions_diff[3].x,
box_shadow.bounds.y + positions_diff[3].y,
),
]
.map(|pos| pos / box_shadow.bounds);
for i in 0..4 {
ui_meta.vertices.push(BoxShadowVertex {
position: positions_clipped[i].into(),
uvs: uvs[i].into(),
vertex_color: box_shadow.color.to_f32_array(),
size: box_shadow.size.into(),
radius: box_shadow.radius.into(),
blur: box_shadow.blur_radius,
bounds: rect_size.into(),
});
}
for &i in &QUAD_INDICES {
ui_meta.indices.push(indices_index + i as u32);
}
batches.push((
item.entity(),
UiShadowsBatch {
range: vertices_index..vertices_index + 6,
camera: box_shadow.extracted_camera_entity,
},
));
vertices_index += 6;
indices_index += 4;
*ui_phase.items[item_index].batch_range_mut() =
item_index as u32..item_index as u32 + 1;
}
}
ui_meta.vertices.write_buffer(&render_device, &render_queue);
ui_meta.indices.write_buffer(&render_device, &render_queue);
*previous_len = batches.len();
commands.try_insert_batch(batches);
}
extracted_shadows.box_shadows.clear();
}
pub type DrawBoxShadows = (SetItemPipeline, SetBoxShadowViewBindGroup<0>, DrawBoxShadow);
pub struct SetBoxShadowViewBindGroup<const I: usize>;
impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetBoxShadowViewBindGroup<I> {
type Param = SRes<BoxShadowMeta>;
type ViewQuery = Read<ViewUniformOffset>;
type ItemQuery = ();
fn render<'w>(
_item: &P,
view_uniform: &'w ViewUniformOffset,
_entity: Option<()>,
ui_meta: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let Some(view_bind_group) = ui_meta.into_inner().view_bind_group.as_ref() else {
return RenderCommandResult::Failure("view_bind_group not available");
};
pass.set_bind_group(I, view_bind_group, &[view_uniform.offset]);
RenderCommandResult::Success
}
}
pub struct DrawBoxShadow;
impl<P: PhaseItem> RenderCommand<P> for DrawBoxShadow {
type Param = SRes<BoxShadowMeta>;
type ViewQuery = ();
type ItemQuery = Read<UiShadowsBatch>;
#[inline]
fn render<'w>(
_item: &P,
_view: (),
batch: Option<&'w UiShadowsBatch>,
ui_meta: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let Some(batch) = batch else {
return RenderCommandResult::Skip;
};
let ui_meta = ui_meta.into_inner();
let Some(vertices) = ui_meta.vertices.buffer() else {
return RenderCommandResult::Failure("missing vertices to draw ui");
};
let Some(indices) = ui_meta.indices.buffer() else {
return RenderCommandResult::Failure("missing indices to draw ui");
};
pass.set_vertex_buffer(0, vertices.slice(..));
pass.set_index_buffer(indices.slice(..), IndexFormat::Uint32);
pass.draw_indexed(batch.range.clone(), 0, 0..1);
RenderCommandResult::Success
}
}