use crate::ecs::world::World;
use crate::render::wgpu::rendergraph::{PassExecutionContext, PassNode};
use nalgebra_glm::{Mat4, Vec2, Vec4};
use wgpu::util::DeviceExt;
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct UiRectVertex {
pub position: Vec2,
}
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct UiRectGlobalUniforms {
pub projection: Mat4,
}
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct UiRectInstanceUniforms {
pub color: Vec4,
pub rect: Vec4,
pub border_color: Vec4,
pub corner_radius: f32,
pub border_width: f32,
pub depth: f32,
pub rotation: f32,
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Default)]
pub enum UiLayer {
#[default]
Background = 0,
DockedPanels = 10,
FloatingPanels = 20,
Popups = 30,
DockIndicator = 40,
Tooltips = 50,
}
#[derive(Clone, Debug)]
pub struct UiRect {
pub position: Vec2,
pub size: Vec2,
pub color: Vec4,
pub corner_radius: f32,
pub border_width: f32,
pub border_color: Vec4,
pub rotation: f32,
pub clip_rect: Option<crate::ecs::ui::types::Rect>,
pub layer: UiLayer,
pub z_index: i32,
}
impl Default for UiRect {
fn default() -> Self {
Self {
position: Vec2::new(0.0, 0.0),
size: Vec2::new(100.0, 100.0),
color: Vec4::new(0.2, 0.2, 0.2, 0.8),
corner_radius: 0.0,
border_width: 0.0,
border_color: Vec4::new(1.0, 1.0, 1.0, 1.0),
rotation: 0.0,
clip_rect: None,
layer: UiLayer::Background,
z_index: 0,
}
}
}
pub struct UiRectPass {
pipeline: wgpu::RenderPipeline,
global_uniform_buffer: wgpu::Buffer,
global_uniform_bind_group: wgpu::BindGroup,
instance_uniform_bind_group_layout: wgpu::BindGroupLayout,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
instance_bind_groups: Vec<wgpu::BindGroup>,
instance_clip_rects: Vec<Option<crate::ecs::ui::types::Rect>>,
screen_width: f32,
screen_height: f32,
}
impl UiRectPass {
pub fn new(device: &wgpu::Device, color_format: wgpu::TextureFormat) -> Self {
let global_uniform_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("UI Rect Global Uniform Bind Group Layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let instance_uniform_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("UI Rect Instance Uniform Bind Group Layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("UI Rect Pipeline Layout"),
bind_group_layouts: &[
Some(&global_uniform_bind_group_layout),
Some(&instance_uniform_bind_group_layout),
],
immediate_size: 0,
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("UI Rect Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("../../shaders/ui_rect.wgsl").into()),
});
let vertices = [
UiRectVertex {
position: Vec2::new(0.0, 0.0),
},
UiRectVertex {
position: Vec2::new(1.0, 0.0),
},
UiRectVertex {
position: Vec2::new(1.0, 1.0),
},
UiRectVertex {
position: Vec2::new(0.0, 1.0),
},
];
let indices: [u16; 6] = [0, 1, 2, 0, 2, 3];
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("UI Rect Vertex Buffer"),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("UI Rect Index Buffer"),
contents: bytemuck::cast_slice(&indices),
usage: wgpu::BufferUsages::INDEX,
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("UI Rect Render Pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<UiRectVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x2,
}],
}],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: Some(true),
depth_compare: Some(wgpu::CompareFunction::GreaterEqual),
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: color_format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
multiview_mask: None,
cache: None,
});
let global_uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("UI Rect Global Uniform Buffer"),
size: std::mem::size_of::<UiRectGlobalUniforms>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let global_uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("UI Rect Global Uniform Bind Group"),
layout: &global_uniform_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: global_uniform_buffer.as_entire_binding(),
}],
});
Self {
pipeline,
global_uniform_buffer,
global_uniform_bind_group,
instance_uniform_bind_group_layout,
vertex_buffer,
index_buffer,
instance_bind_groups: Vec::new(),
instance_clip_rects: Vec::new(),
screen_width: 800.0,
screen_height: 600.0,
}
}
}
impl PassNode<World> for UiRectPass {
fn name(&self) -> &'static str {
"ui_rect_pass"
}
fn reads(&self) -> Vec<&str> {
vec![]
}
fn writes(&self) -> Vec<&str> {
vec![]
}
fn reads_writes(&self) -> Vec<&str> {
vec!["color", "depth"]
}
fn prepare(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, world: &World) {
self.instance_bind_groups.clear();
self.instance_clip_rects.clear();
if let Some((width, height)) = world.resources.window.cached_viewport_size {
self.screen_width = width as f32;
self.screen_height = height as f32;
}
let projection =
nalgebra_glm::ortho(0.0, self.screen_width, self.screen_height, 0.0, -1.0, 1.0);
let globals = UiRectGlobalUniforms { projection };
queue.write_buffer(
&self.global_uniform_buffer,
0,
bytemuck::cast_slice(&[globals]),
);
let mut rects: Vec<_> = world.resources.retained_ui.frame_rects.iter().collect();
rects.sort_by(|a, b| match a.layer.cmp(&b.layer) {
std::cmp::Ordering::Equal => a.z_index.cmp(&b.z_index),
other => other,
});
for rect in rects {
let combined_z = (rect.layer as i32) * 100000 + rect.z_index;
let depth = 0.1 + (combined_z as f32 / 10000000.0) * 0.8;
let instance_uniforms = UiRectInstanceUniforms {
color: rect.color,
rect: Vec4::new(rect.position.x, rect.position.y, rect.size.x, rect.size.y),
border_color: rect.border_color,
corner_radius: rect.corner_radius,
border_width: rect.border_width,
depth,
rotation: rect.rotation,
};
let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("UI Rect Instance Uniform Buffer"),
contents: bytemuck::cast_slice(&[instance_uniforms]),
usage: wgpu::BufferUsages::UNIFORM,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("UI Rect Instance Bind Group"),
layout: &self.instance_uniform_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: instance_buffer.as_entire_binding(),
}],
});
self.instance_bind_groups.push(bind_group);
self.instance_clip_rects.push(rect.clip_rect);
}
}
fn execute<'r, 'e>(
&mut self,
context: PassExecutionContext<'r, 'e, World>,
) -> Result<
Vec<crate::render::wgpu::rendergraph::SubGraphRunCommand<'r>>,
crate::render::wgpu::rendergraph::RenderGraphError,
> {
if !context.is_pass_enabled() {
return Ok(context.into_sub_graph_commands());
}
let (color_view, color_load, color_store) = context.get_color_attachment("color")?;
let (depth_view, depth_load, depth_store) = context.get_depth_attachment("depth")?;
let (render_target_width, render_target_height) = context.get_texture_size("color")?;
if !self.instance_bind_groups.is_empty() {
let mut render_pass = context
.encoder
.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("UI Rect Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: color_view,
resolve_target: None,
ops: wgpu::Operations {
load: color_load,
store: color_store,
},
depth_slice: None,
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: depth_view,
depth_ops: Some(wgpu::Operations {
load: depth_load,
store: depth_store,
}),
stencil_ops: None,
}),
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.global_uniform_bind_group, &[]);
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
let screen_w = render_target_width;
let screen_h = render_target_height;
for (index, bind_group) in self.instance_bind_groups.iter().enumerate() {
if let Some(clip_rect) = self.instance_clip_rects.get(index).and_then(|r| *r) {
let x = (clip_rect.min.x.max(0.0) as u32).min(screen_w);
let y = (clip_rect.min.y.max(0.0) as u32).min(screen_h);
let max_width = screen_w.saturating_sub(x);
let max_height = screen_h.saturating_sub(y);
let width = (clip_rect.width().max(0.0) as u32).min(max_width);
let height = (clip_rect.height().max(0.0) as u32).min(max_height);
if width > 0 && height > 0 {
render_pass.set_scissor_rect(x, y, width, height);
} else {
continue;
}
} else {
render_pass.set_scissor_rect(0, 0, screen_w, screen_h);
}
render_pass.set_bind_group(1, bind_group, &[]);
render_pass.draw_indexed(0..6, 0, 0..1);
}
}
Ok(context.into_sub_graph_commands())
}
}