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;
const INITIAL_INSTANCE_CAPACITY: usize = 256;
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct ImageVertex {
corner: Vec2,
}
#[repr(C)]
#[derive(Copy, Clone, Debug, PartialEq, bytemuck::Pod, bytemuck::Zeroable)]
struct ImageInstance {
position: Vec2,
size: Vec2,
uv_min: Vec2,
uv_max: Vec2,
color: Vec4,
clip_rect: Vec4,
texture_layer: u32,
depth: f32,
_padding0: f32,
_padding1: f32,
}
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct GlobalUniforms {
view_projection: Mat4,
_padding: Vec4,
}
#[derive(Clone, Debug)]
pub struct UiImage {
pub entity: Option<freecs::Entity>,
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,
instance_layout: wgpu::BindGroupLayout,
texture_bind_group_layout: wgpu::BindGroupLayout,
global_uniform_buffer: wgpu::Buffer,
instance_buffer: wgpu::Buffer,
draw_order_buffer: wgpu::Buffer,
instance_bind_group: wgpu::BindGroup,
texture_bind_group: Option<wgpu::BindGroup>,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
prev_instance_data: Vec<ImageInstance>,
instance_capacity: usize,
draw_order_capacity: usize,
draw_count: u32,
screen_width: f32,
screen_height: f32,
}
impl UiImagePass {
pub fn new(device: &wgpu::Device, color_format: wgpu::TextureFormat) -> Self {
let instance_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("UiImage Instance 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::<GlobalUniforms>() as u64,
),
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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::<ImageInstance>() as u64,
),
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
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::D2Array,
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(&instance_layout), Some(&texture_bind_group_layout)],
immediate_size: 0,
});
let shader = crate::render::wgpu::shader_compose::compile_wgsl(
device,
"UiImage Shader",
include_str!("../../shaders/ui_image.wgsl"),
);
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::<ImageVertex>() 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 vertices = [
ImageVertex {
corner: Vec2::new(0.0, 0.0),
},
ImageVertex {
corner: Vec2::new(1.0, 0.0),
},
ImageVertex {
corner: Vec2::new(1.0, 1.0),
},
ImageVertex {
corner: 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("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::<GlobalUniforms>() 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::<ImageInstance>() * INITIAL_INSTANCE_CAPACITY) as u64,
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let draw_order_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("UiImage Draw Order Buffer"),
size: (std::mem::size_of::<u32>() * INITIAL_INSTANCE_CAPACITY) as u64,
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let instance_bind_group = build_instance_bind_group(
device,
&instance_layout,
&global_uniform_buffer,
&instance_buffer,
&draw_order_buffer,
);
Self {
pipeline,
instance_layout,
texture_bind_group_layout,
global_uniform_buffer,
instance_buffer,
draw_order_buffer,
instance_bind_group,
texture_bind_group: None,
vertex_buffer,
index_buffer,
prev_instance_data: Vec::new(),
instance_capacity: INITIAL_INSTANCE_CAPACITY,
draw_order_capacity: INITIAL_INSTANCE_CAPACITY,
draw_count: 0,
screen_width: 800.0,
screen_height: 600.0,
}
}
pub fn set_texture_bind_group(
&mut self,
device: &wgpu::Device,
view: &wgpu::TextureView,
sampler: &wgpu::Sampler,
) {
self.texture_bind_group = Some(device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("UiImage Texture Bind Group"),
layout: &self.texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(sampler),
},
],
}));
}
fn ensure_capacity(&mut self, device: &wgpu::Device, slot_count: usize, draw_count: usize) {
let needs_instance = slot_count > self.instance_capacity;
let needs_order = draw_count > self.draw_order_capacity;
if !needs_instance && !needs_order {
return;
}
if needs_instance {
let new_capacity = slot_count.next_power_of_two();
self.instance_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("UiImage Instance Buffer"),
size: (std::mem::size_of::<ImageInstance>() * new_capacity) as u64,
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
self.instance_capacity = new_capacity;
self.prev_instance_data.clear();
}
if needs_order {
let new_capacity = draw_count.next_power_of_two();
self.draw_order_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("UiImage Draw Order Buffer"),
size: (std::mem::size_of::<u32>() * new_capacity) as u64,
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
self.draw_order_capacity = new_capacity;
}
self.instance_bind_group = build_instance_bind_group(
device,
&self.instance_layout,
&self.global_uniform_buffer,
&self.instance_buffer,
&self.draw_order_buffer,
);
}
}
fn build_instance_bind_group(
device: &wgpu::Device,
layout: &wgpu::BindGroupLayout,
global: &wgpu::Buffer,
instances: &wgpu::Buffer,
draw_order: &wgpu::Buffer,
) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("UiImage Instance Bind Group"),
layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: global.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: instances.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 2,
resource: draw_order.as_entire_binding(),
},
],
})
}
fn unbounded_clip() -> Vec4 {
Vec4::new(f32::MIN, f32::MIN, f32::MAX, f32::MAX)
}
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 runs_in_compose_only_phase(&self) -> bool {
true
}
fn prepare(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, world: &World) {
if let Some((width, height)) = world.resources.window.cached_viewport_size {
self.screen_width = width as f32;
self.screen_height = height as f32;
}
let allocator = &world.resources.retained_ui.render_slots;
let stable_high_water = allocator.next_image_slot;
let mut sorted: Vec<&UiImage> =
world.resources.retained_ui.frame.ui_images.iter().collect();
sorted.sort_by(|a, b| match a.layer.cmp(&b.layer) {
std::cmp::Ordering::Equal => a.z_index.cmp(&b.z_index),
other => other,
});
let mut next_frame_slot = stable_high_water;
let mut entries: Vec<(u32, ImageInstance)> = Vec::with_capacity(sorted.len());
for image in &sorted {
let combined_z = (image.layer as i32) * 100000 + image.z_index;
let depth = 0.1 + (combined_z as f32 / 10000000.0) * 0.8;
let clip = match image.clip_rect {
Some(clip) => Vec4::new(clip.min.x, clip.min.y, clip.max.x, clip.max.y),
None => unbounded_clip(),
};
let slot = image
.entity
.and_then(|e| allocator.image_slots.get(&e).copied())
.unwrap_or_else(|| {
let s = next_frame_slot;
next_frame_slot += 1;
s
});
entries.push((
slot,
ImageInstance {
position: image.position,
size: image.size,
uv_min: image.uv_min,
uv_max: image.uv_max,
color: image.color,
clip_rect: clip,
texture_layer: image.texture_index,
depth,
_padding0: 0.0,
_padding1: 0.0,
},
));
}
self.draw_count = entries.len() as u32;
if entries.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 = GlobalUniforms {
view_projection,
_padding: Vec4::zeros(),
};
queue.write_buffer(
&self.global_uniform_buffer,
0,
bytemuck::cast_slice(&[globals]),
);
let total_slot_count = next_frame_slot as usize;
self.ensure_capacity(device, total_slot_count, entries.len());
if self.prev_instance_data.len() < total_slot_count {
self.prev_instance_data
.resize(total_slot_count, bytemuck::Zeroable::zeroed());
}
for (slot, instance) in &entries {
let slot_idx = *slot as usize;
if self.prev_instance_data[slot_idx] != *instance {
queue.write_buffer(
&self.instance_buffer,
(slot_idx * std::mem::size_of::<ImageInstance>()) as u64,
bytemuck::cast_slice(&[*instance]),
);
self.prev_instance_data[slot_idx] = *instance;
}
}
let draw_order: Vec<u32> = entries.iter().map(|(slot, _)| *slot).collect();
queue.write_buffer(
&self.draw_order_buffer,
0,
bytemuck::cast_slice(&draw_order),
);
}
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() || self.draw_count == 0 || 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 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.instance_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);
render_pass.draw_indexed(0..6, 0, 0..self.draw_count);
drop(render_pass);
Ok(context.into_sub_graph_commands())
}
}