use crate::ecs::ui::types::Rect;
use crate::ecs::world::World;
use crate::render::wgpu::passes::geometry::UiLayer;
use crate::render::wgpu::rendergraph::{PassExecutionContext, PassNode};
use nalgebra_glm::{Mat4, Vec2, Vec4};
use wgpu::util::DeviceExt;
use super::sprite::{SpriteInstance, SpriteVertex};
const INITIAL_CAPACITY: usize = 256;
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct SpriteGlobalUniforms {
view_projection: Mat4,
screen_size: Vec2,
atlas_slots_per_row: f32,
atlas_slot_uv_size: f32,
}
#[derive(Clone, Debug)]
pub struct UiImage {
pub position: Vec2,
pub size: Vec2,
pub texture_index: u32,
pub uv_min: Vec2,
pub uv_max: Vec2,
pub color: Vec4,
pub clip_rect: Option<Rect>,
pub layer: UiLayer,
pub z_index: i32,
}
pub struct UiImagePass {
pipeline: wgpu::RenderPipeline,
global_uniform_buffer: wgpu::Buffer,
instance_buffer: wgpu::Buffer,
uniform_bind_group: wgpu::BindGroup,
texture_bind_group_layout: wgpu::BindGroupLayout,
texture_bind_group: Option<wgpu::BindGroup>,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
instance_data: Vec<SpriteInstance>,
clip_rects: Vec<Option<Rect>>,
instance_capacity: usize,
atlas_slots_per_row: f32,
screen_width: f32,
screen_height: f32,
}
impl UiImagePass {
pub fn new(device: &wgpu::Device, color_format: wgpu::TextureFormat) -> Self {
let uniform_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("UiImage Uniform 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: wgpu::BufferSize::new(std::mem::size_of::<
SpriteGlobalUniforms,
>()
as u64),
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: wgpu::BufferSize::new(std::mem::size_of::<
SpriteInstance,
>()
as u64),
},
count: None,
},
],
});
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("UiImage Texture Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("UiImage Pipeline Layout"),
bind_group_layouts: &[
Some(&uniform_bind_group_layout),
Some(&texture_bind_group_layout),
],
immediate_size: 0,
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("UiImage Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("../../shaders/sprite.wgsl").into()),
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("UiImage Pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<SpriteVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x2,
},
wgpu::VertexAttribute {
offset: std::mem::size_of::<Vec2>() as wgpu::BufferAddress,
shader_location: 1,
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 vertices = [
SpriteVertex {
offset: Vec2::new(-0.5, -0.5),
uv: Vec2::new(0.0, 1.0),
},
SpriteVertex {
offset: Vec2::new(0.5, -0.5),
uv: Vec2::new(1.0, 1.0),
},
SpriteVertex {
offset: Vec2::new(0.5, 0.5),
uv: Vec2::new(1.0, 0.0),
},
SpriteVertex {
offset: Vec2::new(-0.5, 0.5),
uv: Vec2::new(0.0, 0.0),
},
];
let indices: [u16; 6] = [0, 1, 2, 0, 2, 3];
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("UiImage Vertex Buffer"),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("UiImage Index Buffer"),
contents: bytemuck::cast_slice(&indices),
usage: wgpu::BufferUsages::INDEX,
});
let global_uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("UiImage Uniform Buffer"),
size: std::mem::size_of::<SpriteGlobalUniforms>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let instance_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("UiImage Instance Buffer"),
size: (std::mem::size_of::<SpriteInstance>() * INITIAL_CAPACITY) as u64,
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("UiImage Uniform Bind Group"),
layout: &uniform_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: global_uniform_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: instance_buffer.as_entire_binding(),
},
],
});
Self {
pipeline,
global_uniform_buffer,
instance_buffer,
uniform_bind_group,
texture_bind_group_layout,
texture_bind_group: None,
vertex_buffer,
index_buffer,
instance_data: Vec::new(),
clip_rects: Vec::new(),
instance_capacity: INITIAL_CAPACITY,
atlas_slots_per_row: 8.0,
screen_width: 800.0,
screen_height: 600.0,
}
}
pub fn set_atlas_bind_group(
&mut self,
device: &wgpu::Device,
atlas_view: &wgpu::TextureView,
atlas_sampler: &wgpu::Sampler,
) {
self.texture_bind_group = Some(device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("UiImage Atlas Bind Group"),
layout: &self.texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(atlas_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(atlas_sampler),
},
],
}));
}
pub fn set_atlas_slots_per_row(&mut self, slots_per_row: u32) {
self.atlas_slots_per_row = slots_per_row as f32;
}
fn ensure_capacity(&mut self, device: &wgpu::Device, needed: usize) {
if needed <= self.instance_capacity {
return;
}
let new_capacity = needed.next_power_of_two();
self.instance_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("UiImage Instance Buffer"),
size: (std::mem::size_of::<SpriteInstance>() * new_capacity) as u64,
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
self.instance_capacity = new_capacity;
}
}
impl PassNode<World> for UiImagePass {
fn name(&self) -> &'static str {
"ui_image_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_data.clear();
self.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 mut images: Vec<_> = world.resources.retained_ui.frame_ui_images.iter().collect();
images.sort_by(|a, b| match a.layer.cmp(&b.layer) {
std::cmp::Ordering::Equal => a.z_index.cmp(&b.z_index),
other => other,
});
for image in &images {
let combined_z = (image.layer as i32) * 100000 + image.z_index;
let depth = 0.1 + (combined_z as f32 / 10000000.0) * 0.8;
let center_x = image.position.x + image.size.x * 0.5;
let center_y = image.position.y + image.size.y * 0.5;
self.instance_data.push(SpriteInstance {
position: Vec2::new(center_x, center_y),
size: image.size,
uv_min: image.uv_min,
uv_max: image.uv_max,
color: image.color,
rotation_scale: Vec4::new(1.0, 0.0, 1.0, -1.0),
anchor: Vec2::new(0.0, 0.0),
depth,
texture_slot: image.texture_index,
texture_slot2: image.texture_index,
blend_factor: 0.0,
gradient_type: 0,
gradient_param_a: 0.0,
gradient_param_b: 0.0,
advanced_blend_mode: 0,
_padding: [0.0; 2],
});
self.clip_rects.push(image.clip_rect);
}
if self.instance_data.is_empty() {
return;
}
let view_projection =
nalgebra_glm::ortho(0.0, self.screen_width, self.screen_height, 0.0, -1.0, 1.0);
let globals = SpriteGlobalUniforms {
view_projection,
screen_size: Vec2::new(self.screen_width, self.screen_height),
atlas_slots_per_row: self.atlas_slots_per_row,
atlas_slot_uv_size: 1.0 / self.atlas_slots_per_row,
};
queue.write_buffer(
&self.global_uniform_buffer,
0,
bytemuck::cast_slice(&[globals]),
);
self.ensure_capacity(device, self.instance_data.len());
let uniform_bind_group_layout = self.pipeline.get_bind_group_layout(0);
self.uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("UiImage Uniform Bind Group"),
layout: &uniform_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: self.global_uniform_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: self.instance_buffer.as_entire_binding(),
},
],
});
queue.write_buffer(
&self.instance_buffer,
0,
bytemuck::cast_slice(&self.instance_data),
);
}
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 self.instance_data.is_empty() || self.texture_bind_group.is_none() {
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")?;
let texture_bind_group = self.texture_bind_group.as_ref().unwrap();
let mut render_pass = context
.encoder
.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("UI Image 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.uniform_bind_group, &[]);
render_pass.set_bind_group(1, texture_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, _instance) in self.instance_data.iter().enumerate() {
if let Some(clip_rect) = self.clip_rects.get(index).and_then(|r| r.as_ref()) {
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.draw_indexed(0..6, 0, index as u32..index as u32 + 1);
}
drop(render_pass);
Ok(context.into_sub_graph_commands())
}
}