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bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/crates/bevy_sprite_render/src/render/mod.rs
9359 views
1
use core::ops::Range;
2
3
use crate::ComputedTextureSlices;
4
use bevy_asset::{load_embedded_asset, AssetEvent, AssetId, AssetServer, Assets, Handle};
5
use bevy_camera::visibility::ViewVisibility;
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use bevy_color::{ColorToComponents, LinearRgba};
7
use bevy_core_pipeline::{
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core_2d::{Transparent2d, CORE_2D_DEPTH_FORMAT},
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tonemapping::{
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get_lut_bind_group_layout_entries, get_lut_bindings, DebandDither, Tonemapping,
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TonemappingLuts,
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},
13
};
14
use bevy_derive::{Deref, DerefMut};
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use bevy_ecs::{
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prelude::*,
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query::ROQueryItem,
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system::{lifetimeless::*, SystemParamItem},
19
};
20
use bevy_image::{BevyDefault, Image, TextureAtlasLayout};
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use bevy_math::{Affine3A, FloatOrd, Quat, Rect, Vec2, Vec4};
22
use bevy_mesh::VertexBufferLayout;
23
use bevy_platform::collections::HashMap;
24
use bevy_render::view::{RenderVisibleEntities, RetainedViewEntity};
25
use bevy_render::{
26
render_asset::RenderAssets,
27
render_phase::{
28
DrawFunctions, PhaseItem, PhaseItemExtraIndex, RenderCommand, RenderCommandResult,
29
SetItemPipeline, TrackedRenderPass, ViewSortedRenderPhases,
30
},
31
render_resource::{
32
binding_types::{sampler, texture_2d, uniform_buffer},
33
*,
34
},
35
renderer::{RenderDevice, RenderQueue},
36
sync_world::RenderEntity,
37
texture::{FallbackImage, GpuImage},
38
view::{ExtractedView, Msaa, ViewTarget, ViewUniform, ViewUniformOffset, ViewUniforms},
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Extract,
40
};
41
use bevy_shader::{Shader, ShaderDefVal};
42
use bevy_sprite::{Anchor, Sprite, SpriteScalingMode};
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use bevy_transform::components::GlobalTransform;
44
use bevy_utils::default;
45
use bytemuck::{Pod, Zeroable};
46
use fixedbitset::FixedBitSet;
47
48
#[derive(Resource)]
49
pub struct SpritePipeline {
50
view_layout: BindGroupLayoutDescriptor,
51
material_layout: BindGroupLayoutDescriptor,
52
shader: Handle<Shader>,
53
}
54
55
pub fn init_sprite_pipeline(mut commands: Commands, asset_server: Res<AssetServer>) {
56
let tonemapping_lut_entries = get_lut_bind_group_layout_entries();
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let view_layout = BindGroupLayoutDescriptor::new(
58
"sprite_view_layout",
59
&BindGroupLayoutEntries::sequential(
60
ShaderStages::VERTEX_FRAGMENT,
61
(
62
uniform_buffer::<ViewUniform>(true),
63
tonemapping_lut_entries[0].visibility(ShaderStages::FRAGMENT),
64
tonemapping_lut_entries[1].visibility(ShaderStages::FRAGMENT),
65
),
66
),
67
);
68
69
let material_layout = BindGroupLayoutDescriptor::new(
70
"sprite_material_layout",
71
&BindGroupLayoutEntries::sequential(
72
ShaderStages::FRAGMENT,
73
(
74
texture_2d(TextureSampleType::Float { filterable: true }),
75
sampler(SamplerBindingType::Filtering),
76
),
77
),
78
);
79
80
commands.insert_resource(SpritePipeline {
81
view_layout,
82
material_layout,
83
shader: load_embedded_asset!(asset_server.as_ref(), "sprite.wgsl"),
84
});
85
}
86
87
bitflags::bitflags! {
88
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
89
#[repr(transparent)]
90
// NOTE: Apparently quadro drivers support up to 64x MSAA.
91
// MSAA uses the highest 3 bits for the MSAA log2(sample count) to support up to 128x MSAA.
92
pub struct SpritePipelineKey: u32 {
93
const NONE = 0;
94
const HDR = 1 << 0;
95
const TONEMAP_IN_SHADER = 1 << 1;
96
const DEBAND_DITHER = 1 << 2;
97
const MSAA_RESERVED_BITS = Self::MSAA_MASK_BITS << Self::MSAA_SHIFT_BITS;
98
const TONEMAP_METHOD_RESERVED_BITS = Self::TONEMAP_METHOD_MASK_BITS << Self::TONEMAP_METHOD_SHIFT_BITS;
99
const TONEMAP_METHOD_NONE = 0 << Self::TONEMAP_METHOD_SHIFT_BITS;
100
const TONEMAP_METHOD_REINHARD = 1 << Self::TONEMAP_METHOD_SHIFT_BITS;
101
const TONEMAP_METHOD_REINHARD_LUMINANCE = 2 << Self::TONEMAP_METHOD_SHIFT_BITS;
102
const TONEMAP_METHOD_ACES_FITTED = 3 << Self::TONEMAP_METHOD_SHIFT_BITS;
103
const TONEMAP_METHOD_AGX = 4 << Self::TONEMAP_METHOD_SHIFT_BITS;
104
const TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM = 5 << Self::TONEMAP_METHOD_SHIFT_BITS;
105
const TONEMAP_METHOD_TONY_MC_MAPFACE = 6 << Self::TONEMAP_METHOD_SHIFT_BITS;
106
const TONEMAP_METHOD_BLENDER_FILMIC = 7 << Self::TONEMAP_METHOD_SHIFT_BITS;
107
}
108
}
109
110
impl SpritePipelineKey {
111
const MSAA_MASK_BITS: u32 = 0b111;
112
const MSAA_SHIFT_BITS: u32 = 32 - Self::MSAA_MASK_BITS.count_ones();
113
const TONEMAP_METHOD_MASK_BITS: u32 = 0b111;
114
const TONEMAP_METHOD_SHIFT_BITS: u32 =
115
Self::MSAA_SHIFT_BITS - Self::TONEMAP_METHOD_MASK_BITS.count_ones();
116
117
#[inline]
118
pub const fn from_msaa_samples(msaa_samples: u32) -> Self {
119
let msaa_bits =
120
(msaa_samples.trailing_zeros() & Self::MSAA_MASK_BITS) << Self::MSAA_SHIFT_BITS;
121
Self::from_bits_retain(msaa_bits)
122
}
123
124
#[inline]
125
pub const fn msaa_samples(&self) -> u32 {
126
1 << ((self.bits() >> Self::MSAA_SHIFT_BITS) & Self::MSAA_MASK_BITS)
127
}
128
129
#[inline]
130
pub const fn from_hdr(hdr: bool) -> Self {
131
if hdr {
132
SpritePipelineKey::HDR
133
} else {
134
SpritePipelineKey::NONE
135
}
136
}
137
}
138
139
impl SpecializedRenderPipeline for SpritePipeline {
140
type Key = SpritePipelineKey;
141
142
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
143
let mut shader_defs = Vec::new();
144
if key.contains(SpritePipelineKey::TONEMAP_IN_SHADER) {
145
shader_defs.push("TONEMAP_IN_SHADER".into());
146
shader_defs.push(ShaderDefVal::UInt(
147
"TONEMAPPING_LUT_TEXTURE_BINDING_INDEX".into(),
148
1,
149
));
150
shader_defs.push(ShaderDefVal::UInt(
151
"TONEMAPPING_LUT_SAMPLER_BINDING_INDEX".into(),
152
2,
153
));
154
155
let method = key.intersection(SpritePipelineKey::TONEMAP_METHOD_RESERVED_BITS);
156
157
if method == SpritePipelineKey::TONEMAP_METHOD_NONE {
158
shader_defs.push("TONEMAP_METHOD_NONE".into());
159
} else if method == SpritePipelineKey::TONEMAP_METHOD_REINHARD {
160
shader_defs.push("TONEMAP_METHOD_REINHARD".into());
161
} else if method == SpritePipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE {
162
shader_defs.push("TONEMAP_METHOD_REINHARD_LUMINANCE".into());
163
} else if method == SpritePipelineKey::TONEMAP_METHOD_ACES_FITTED {
164
shader_defs.push("TONEMAP_METHOD_ACES_FITTED".into());
165
} else if method == SpritePipelineKey::TONEMAP_METHOD_AGX {
166
shader_defs.push("TONEMAP_METHOD_AGX".into());
167
} else if method == SpritePipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM
168
{
169
shader_defs.push("TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM".into());
170
} else if method == SpritePipelineKey::TONEMAP_METHOD_BLENDER_FILMIC {
171
shader_defs.push("TONEMAP_METHOD_BLENDER_FILMIC".into());
172
} else if method == SpritePipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE {
173
shader_defs.push("TONEMAP_METHOD_TONY_MC_MAPFACE".into());
174
}
175
176
// Debanding is tied to tonemapping in the shader, cannot run without it.
177
if key.contains(SpritePipelineKey::DEBAND_DITHER) {
178
shader_defs.push("DEBAND_DITHER".into());
179
}
180
}
181
182
let format = match key.contains(SpritePipelineKey::HDR) {
183
true => ViewTarget::TEXTURE_FORMAT_HDR,
184
false => TextureFormat::bevy_default(),
185
};
186
187
let instance_rate_vertex_buffer_layout = VertexBufferLayout {
188
array_stride: 80,
189
step_mode: VertexStepMode::Instance,
190
attributes: vec![
191
// @location(0) i_model_transpose_col0: vec4<f32>,
192
VertexAttribute {
193
format: VertexFormat::Float32x4,
194
offset: 0,
195
shader_location: 0,
196
},
197
// @location(1) i_model_transpose_col1: vec4<f32>,
198
VertexAttribute {
199
format: VertexFormat::Float32x4,
200
offset: 16,
201
shader_location: 1,
202
},
203
// @location(2) i_model_transpose_col2: vec4<f32>,
204
VertexAttribute {
205
format: VertexFormat::Float32x4,
206
offset: 32,
207
shader_location: 2,
208
},
209
// @location(3) i_color: vec4<f32>,
210
VertexAttribute {
211
format: VertexFormat::Float32x4,
212
offset: 48,
213
shader_location: 3,
214
},
215
// @location(4) i_uv_offset_scale: vec4<f32>,
216
VertexAttribute {
217
format: VertexFormat::Float32x4,
218
offset: 64,
219
shader_location: 4,
220
},
221
],
222
};
223
224
RenderPipelineDescriptor {
225
vertex: VertexState {
226
shader: self.shader.clone(),
227
shader_defs: shader_defs.clone(),
228
buffers: vec![instance_rate_vertex_buffer_layout],
229
..default()
230
},
231
fragment: Some(FragmentState {
232
shader: self.shader.clone(),
233
shader_defs,
234
targets: vec![Some(ColorTargetState {
235
format,
236
blend: Some(BlendState::ALPHA_BLENDING),
237
write_mask: ColorWrites::ALL,
238
})],
239
..default()
240
}),
241
layout: vec![self.view_layout.clone(), self.material_layout.clone()],
242
// Sprites are always alpha blended so they never need to write to depth.
243
// They just need to read it in case an opaque mesh2d
244
// that wrote to depth is present.
245
depth_stencil: Some(DepthStencilState {
246
format: CORE_2D_DEPTH_FORMAT,
247
depth_write_enabled: false,
248
depth_compare: CompareFunction::GreaterEqual,
249
stencil: StencilState {
250
front: StencilFaceState::IGNORE,
251
back: StencilFaceState::IGNORE,
252
read_mask: 0,
253
write_mask: 0,
254
},
255
bias: DepthBiasState {
256
constant: 0,
257
slope_scale: 0.0,
258
clamp: 0.0,
259
},
260
}),
261
multisample: MultisampleState {
262
count: key.msaa_samples(),
263
mask: !0,
264
alpha_to_coverage_enabled: false,
265
},
266
label: Some("sprite_pipeline".into()),
267
..default()
268
}
269
}
270
}
271
272
pub struct ExtractedSlice {
273
pub offset: Vec2,
274
pub rect: Rect,
275
pub size: Vec2,
276
}
277
278
pub struct ExtractedSprite {
279
pub main_entity: Entity,
280
pub render_entity: Entity,
281
pub transform: GlobalTransform,
282
pub color: LinearRgba,
283
/// Change the on-screen size of the sprite
284
/// Asset ID of the [`Image`] of this sprite
285
/// PERF: storing an `AssetId` instead of `Handle<Image>` enables some optimizations (`ExtractedSprite` becomes `Copy` and doesn't need to be dropped)
286
pub image_handle_id: AssetId<Image>,
287
pub flip_x: bool,
288
pub flip_y: bool,
289
pub kind: ExtractedSpriteKind,
290
}
291
292
pub enum ExtractedSpriteKind {
293
/// A single sprite with custom sizing and scaling options
294
Single {
295
anchor: Vec2,
296
rect: Option<Rect>,
297
scaling_mode: Option<SpriteScalingMode>,
298
custom_size: Option<Vec2>,
299
},
300
/// Indexes into the list of [`ExtractedSlice`]s stored in the [`ExtractedSlices`] resource
301
/// Used for elements composed from multiple sprites such as text or nine-patched borders
302
Slices { indices: Range<usize> },
303
}
304
305
#[derive(Resource, Default)]
306
pub struct ExtractedSprites {
307
pub sprites: Vec<ExtractedSprite>,
308
}
309
310
#[derive(Resource, Default)]
311
pub struct ExtractedSlices {
312
pub slices: Vec<ExtractedSlice>,
313
}
314
315
#[derive(Resource, Default)]
316
pub struct SpriteAssetEvents {
317
pub images: Vec<AssetEvent<Image>>,
318
}
319
320
pub fn extract_sprite_events(
321
mut events: ResMut<SpriteAssetEvents>,
322
mut image_events: Extract<MessageReader<AssetEvent<Image>>>,
323
) {
324
let SpriteAssetEvents { ref mut images } = *events;
325
images.clear();
326
327
for event in image_events.read() {
328
images.push(*event);
329
}
330
}
331
332
pub fn extract_sprites(
333
mut extracted_sprites: ResMut<ExtractedSprites>,
334
mut extracted_slices: ResMut<ExtractedSlices>,
335
texture_atlases: Extract<Res<Assets<TextureAtlasLayout>>>,
336
sprite_query: Extract<
337
Query<(
338
Entity,
339
RenderEntity,
340
&ViewVisibility,
341
&Sprite,
342
&GlobalTransform,
343
&Anchor,
344
Option<&ComputedTextureSlices>,
345
)>,
346
>,
347
) {
348
extracted_sprites.sprites.clear();
349
extracted_slices.slices.clear();
350
for (main_entity, render_entity, view_visibility, sprite, transform, anchor, slices) in
351
sprite_query.iter()
352
{
353
if !view_visibility.get() {
354
continue;
355
}
356
357
if let Some(slices) = slices {
358
let start = extracted_slices.slices.len();
359
extracted_slices
360
.slices
361
.extend(slices.extract_slices(sprite, anchor.as_vec()));
362
let end = extracted_slices.slices.len();
363
extracted_sprites.sprites.push(ExtractedSprite {
364
main_entity,
365
render_entity,
366
color: sprite.color.into(),
367
transform: *transform,
368
flip_x: sprite.flip_x,
369
flip_y: sprite.flip_y,
370
image_handle_id: sprite.image.id(),
371
kind: ExtractedSpriteKind::Slices {
372
indices: start..end,
373
},
374
});
375
} else {
376
let atlas_rect = sprite
377
.texture_atlas
378
.as_ref()
379
.and_then(|s| s.texture_rect(&texture_atlases).map(|r| r.as_rect()));
380
let rect = match (atlas_rect, sprite.rect) {
381
(None, None) => None,
382
(None, Some(sprite_rect)) => Some(sprite_rect),
383
(Some(atlas_rect), None) => Some(atlas_rect),
384
(Some(atlas_rect), Some(mut sprite_rect)) => {
385
sprite_rect.min += atlas_rect.min;
386
sprite_rect.max += atlas_rect.min;
387
Some(sprite_rect)
388
}
389
};
390
391
// PERF: we don't check in this function that the `Image` asset is ready, since it should be in most cases and hashing the handle is expensive
392
extracted_sprites.sprites.push(ExtractedSprite {
393
main_entity,
394
render_entity,
395
color: sprite.color.into(),
396
transform: *transform,
397
flip_x: sprite.flip_x,
398
flip_y: sprite.flip_y,
399
image_handle_id: sprite.image.id(),
400
kind: ExtractedSpriteKind::Single {
401
anchor: anchor.as_vec(),
402
rect,
403
scaling_mode: sprite.image_mode.scale(),
404
// Pass the custom size
405
custom_size: sprite.custom_size,
406
},
407
});
408
}
409
}
410
}
411
412
#[repr(C)]
413
#[derive(Copy, Clone, Pod, Zeroable)]
414
struct SpriteInstance {
415
// Affine 4x3 transposed to 3x4
416
pub i_model_transpose: [Vec4; 3],
417
pub i_color: [f32; 4],
418
pub i_uv_offset_scale: [f32; 4],
419
}
420
421
impl SpriteInstance {
422
#[inline]
423
fn from(transform: &Affine3A, color: &LinearRgba, uv_offset_scale: &Vec4) -> Self {
424
let transpose_model_3x3 = transform.matrix3.transpose();
425
Self {
426
i_model_transpose: [
427
transpose_model_3x3.x_axis.extend(transform.translation.x),
428
transpose_model_3x3.y_axis.extend(transform.translation.y),
429
transpose_model_3x3.z_axis.extend(transform.translation.z),
430
],
431
i_color: color.to_f32_array(),
432
i_uv_offset_scale: uv_offset_scale.to_array(),
433
}
434
}
435
}
436
437
#[derive(Resource)]
438
pub struct SpriteMeta {
439
sprite_index_buffer: RawBufferVec<u32>,
440
sprite_instance_buffer: RawBufferVec<SpriteInstance>,
441
}
442
443
impl Default for SpriteMeta {
444
fn default() -> Self {
445
Self {
446
sprite_index_buffer: RawBufferVec::<u32>::new(BufferUsages::INDEX),
447
sprite_instance_buffer: RawBufferVec::<SpriteInstance>::new(BufferUsages::VERTEX),
448
}
449
}
450
}
451
452
#[derive(Component)]
453
pub struct SpriteViewBindGroup {
454
pub value: BindGroup,
455
}
456
457
#[derive(Resource, Deref, DerefMut, Default)]
458
pub struct SpriteBatches(HashMap<(RetainedViewEntity, Entity), SpriteBatch>);
459
460
#[derive(PartialEq, Eq, Clone, Debug)]
461
pub struct SpriteBatch {
462
image_handle_id: AssetId<Image>,
463
range: Range<u32>,
464
}
465
466
#[derive(Resource, Default)]
467
pub struct ImageBindGroups {
468
values: HashMap<AssetId<Image>, BindGroup>,
469
}
470
471
pub fn queue_sprites(
472
mut view_entities: Local<FixedBitSet>,
473
draw_functions: Res<DrawFunctions<Transparent2d>>,
474
sprite_pipeline: Res<SpritePipeline>,
475
mut pipelines: ResMut<SpecializedRenderPipelines<SpritePipeline>>,
476
pipeline_cache: Res<PipelineCache>,
477
extracted_sprites: Res<ExtractedSprites>,
478
mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
479
mut views: Query<(
480
&RenderVisibleEntities,
481
&ExtractedView,
482
&Msaa,
483
Option<&Tonemapping>,
484
Option<&DebandDither>,
485
)>,
486
) {
487
let draw_sprite_function = draw_functions.read().id::<DrawSprite>();
488
489
for (visible_entities, view, msaa, tonemapping, dither) in &mut views {
490
let Some(transparent_phase) = transparent_render_phases.get_mut(&view.retained_view_entity)
491
else {
492
continue;
493
};
494
495
let msaa_key = SpritePipelineKey::from_msaa_samples(msaa.samples());
496
let mut view_key = SpritePipelineKey::from_hdr(view.hdr) | msaa_key;
497
498
if !view.hdr {
499
if let Some(tonemapping) = tonemapping {
500
view_key |= SpritePipelineKey::TONEMAP_IN_SHADER;
501
view_key |= match tonemapping {
502
Tonemapping::None => SpritePipelineKey::TONEMAP_METHOD_NONE,
503
Tonemapping::Reinhard => SpritePipelineKey::TONEMAP_METHOD_REINHARD,
504
Tonemapping::ReinhardLuminance => {
505
SpritePipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE
506
}
507
Tonemapping::AcesFitted => SpritePipelineKey::TONEMAP_METHOD_ACES_FITTED,
508
Tonemapping::AgX => SpritePipelineKey::TONEMAP_METHOD_AGX,
509
Tonemapping::SomewhatBoringDisplayTransform => {
510
SpritePipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM
511
}
512
Tonemapping::TonyMcMapface => SpritePipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE,
513
Tonemapping::BlenderFilmic => SpritePipelineKey::TONEMAP_METHOD_BLENDER_FILMIC,
514
};
515
}
516
if let Some(DebandDither::Enabled) = dither {
517
view_key |= SpritePipelineKey::DEBAND_DITHER;
518
}
519
}
520
521
let pipeline = pipelines.specialize(&pipeline_cache, &sprite_pipeline, view_key);
522
523
view_entities.clear();
524
view_entities.extend(
525
visible_entities
526
.iter::<Sprite>()
527
.map(|(_, e)| e.index_u32() as usize),
528
);
529
530
transparent_phase
531
.items
532
.reserve(extracted_sprites.sprites.len());
533
534
for (index, extracted_sprite) in extracted_sprites.sprites.iter().enumerate() {
535
let view_index = extracted_sprite.main_entity.index_u32();
536
537
if !view_entities.contains(view_index as usize) {
538
continue;
539
}
540
541
// These items will be sorted by depth with other phase items
542
let sort_key = FloatOrd(extracted_sprite.transform.translation().z);
543
544
// Add the item to the render phase
545
transparent_phase.add(Transparent2d {
546
draw_function: draw_sprite_function,
547
pipeline,
548
entity: (
549
extracted_sprite.render_entity,
550
extracted_sprite.main_entity.into(),
551
),
552
sort_key,
553
// `batch_range` is calculated in `prepare_sprite_image_bind_groups`
554
batch_range: 0..0,
555
extra_index: PhaseItemExtraIndex::None,
556
extracted_index: index,
557
indexed: true,
558
});
559
}
560
}
561
}
562
563
pub fn prepare_sprite_view_bind_groups(
564
mut commands: Commands,
565
render_device: Res<RenderDevice>,
566
pipeline_cache: Res<PipelineCache>,
567
sprite_pipeline: Res<SpritePipeline>,
568
view_uniforms: Res<ViewUniforms>,
569
views: Query<(Entity, &Tonemapping), With<ExtractedView>>,
570
tonemapping_luts: Res<TonemappingLuts>,
571
images: Res<RenderAssets<GpuImage>>,
572
fallback_image: Res<FallbackImage>,
573
) {
574
let Some(view_binding) = view_uniforms.uniforms.binding() else {
575
return;
576
};
577
578
for (entity, tonemapping) in &views {
579
let lut_bindings =
580
get_lut_bindings(&images, &tonemapping_luts, tonemapping, &fallback_image);
581
let view_bind_group = render_device.create_bind_group(
582
"mesh2d_view_bind_group",
583
&pipeline_cache.get_bind_group_layout(&sprite_pipeline.view_layout),
584
&BindGroupEntries::sequential((view_binding.clone(), lut_bindings.0, lut_bindings.1)),
585
);
586
587
commands.entity(entity).insert(SpriteViewBindGroup {
588
value: view_bind_group,
589
});
590
}
591
}
592
593
pub fn prepare_sprite_image_bind_groups(
594
render_device: Res<RenderDevice>,
595
render_queue: Res<RenderQueue>,
596
pipeline_cache: Res<PipelineCache>,
597
mut sprite_meta: ResMut<SpriteMeta>,
598
sprite_pipeline: Res<SpritePipeline>,
599
mut image_bind_groups: ResMut<ImageBindGroups>,
600
gpu_images: Res<RenderAssets<GpuImage>>,
601
extracted_sprites: Res<ExtractedSprites>,
602
extracted_slices: Res<ExtractedSlices>,
603
mut phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
604
events: Res<SpriteAssetEvents>,
605
mut batches: ResMut<SpriteBatches>,
606
) {
607
// If an image has changed, the GpuImage has (probably) changed
608
for event in &events.images {
609
match event {
610
AssetEvent::Added { .. } |
611
// Images don't have dependencies
612
AssetEvent::LoadedWithDependencies { .. } => {}
613
AssetEvent::Unused { id } | AssetEvent::Modified { id } | AssetEvent::Removed { id } => {
614
image_bind_groups.values.remove(id);
615
}
616
};
617
}
618
619
batches.clear();
620
621
// Clear the sprite instances
622
sprite_meta.sprite_instance_buffer.clear();
623
624
// Index buffer indices
625
let mut index = 0;
626
627
let image_bind_groups = &mut *image_bind_groups;
628
629
for (retained_view, transparent_phase) in phases.iter_mut() {
630
let mut current_batch = None;
631
let mut batch_item_index = 0;
632
let mut batch_image_size = Vec2::ZERO;
633
let mut batch_image_handle = AssetId::invalid();
634
635
// Iterate through the phase items and detect when successive sprites that can be batched.
636
// Spawn an entity with a `SpriteBatch` component for each possible batch.
637
// Compatible items share the same entity.
638
for item_index in 0..transparent_phase.items.len() {
639
let item = &transparent_phase.items[item_index];
640
641
let Some(extracted_sprite) = extracted_sprites
642
.sprites
643
.get(item.extracted_index)
644
.filter(|extracted_sprite| extracted_sprite.render_entity == item.entity())
645
else {
646
// If there is a phase item that is not a sprite, then we must start a new
647
// batch to draw the other phase item(s) and to respect draw order. This can be
648
// done by invalidating the batch_image_handle
649
batch_image_handle = AssetId::invalid();
650
continue;
651
};
652
653
if batch_image_handle != extracted_sprite.image_handle_id {
654
let Some(gpu_image) = gpu_images.get(extracted_sprite.image_handle_id) else {
655
continue;
656
};
657
658
batch_image_size = gpu_image.size_2d().as_vec2();
659
batch_image_handle = extracted_sprite.image_handle_id;
660
image_bind_groups
661
.values
662
.entry(batch_image_handle)
663
.or_insert_with(|| {
664
render_device.create_bind_group(
665
"sprite_material_bind_group",
666
&pipeline_cache.get_bind_group_layout(&sprite_pipeline.material_layout),
667
&BindGroupEntries::sequential((
668
&gpu_image.texture_view,
669
&gpu_image.sampler,
670
)),
671
)
672
});
673
674
batch_item_index = item_index;
675
current_batch = Some(batches.entry((*retained_view, item.entity())).insert(
676
SpriteBatch {
677
image_handle_id: batch_image_handle,
678
range: index..index,
679
},
680
));
681
}
682
match extracted_sprite.kind {
683
ExtractedSpriteKind::Single {
684
anchor,
685
rect,
686
scaling_mode,
687
custom_size,
688
} => {
689
// By default, the size of the quad is the size of the texture
690
let mut quad_size = batch_image_size;
691
let mut texture_size = batch_image_size;
692
693
// Calculate vertex data for this item
694
// If a rect is specified, adjust UVs and the size of the quad
695
let mut uv_offset_scale = if let Some(rect) = rect {
696
let rect_size = rect.size();
697
quad_size = rect_size;
698
// Update texture size to the rect size
699
// It will help scale properly only portion of the image
700
texture_size = rect_size;
701
Vec4::new(
702
rect.min.x / batch_image_size.x,
703
rect.max.y / batch_image_size.y,
704
rect_size.x / batch_image_size.x,
705
-rect_size.y / batch_image_size.y,
706
)
707
} else {
708
Vec4::new(0.0, 1.0, 1.0, -1.0)
709
};
710
711
if extracted_sprite.flip_x {
712
uv_offset_scale.x += uv_offset_scale.z;
713
uv_offset_scale.z *= -1.0;
714
}
715
if extracted_sprite.flip_y {
716
uv_offset_scale.y += uv_offset_scale.w;
717
uv_offset_scale.w *= -1.0;
718
}
719
720
// Override the size if a custom one is specified
721
quad_size = custom_size.unwrap_or(quad_size);
722
723
// Used for translation of the quad if `TextureScale::Fit...` is specified.
724
let mut quad_translation = Vec2::ZERO;
725
726
// Scales the texture based on the `texture_scale` field.
727
if let Some(scaling_mode) = scaling_mode {
728
apply_scaling(
729
scaling_mode,
730
texture_size,
731
&mut quad_size,
732
&mut quad_translation,
733
&mut uv_offset_scale,
734
);
735
}
736
737
let transform = extracted_sprite.transform.affine()
738
* Affine3A::from_scale_rotation_translation(
739
quad_size.extend(1.0),
740
Quat::IDENTITY,
741
((quad_size + quad_translation) * (-anchor - Vec2::splat(0.5)))
742
.extend(0.0),
743
);
744
745
// Store the vertex data and add the item to the render phase
746
sprite_meta
747
.sprite_instance_buffer
748
.push(SpriteInstance::from(
749
&transform,
750
&extracted_sprite.color,
751
&uv_offset_scale,
752
));
753
754
current_batch.as_mut().unwrap().get_mut().range.end += 1;
755
index += 1;
756
}
757
ExtractedSpriteKind::Slices { ref indices } => {
758
for i in indices.clone() {
759
let slice = &extracted_slices.slices[i];
760
let rect = slice.rect;
761
let rect_size = rect.size();
762
763
// Calculate vertex data for this item
764
let mut uv_offset_scale: Vec4;
765
766
// If a rect is specified, adjust UVs and the size of the quad
767
uv_offset_scale = Vec4::new(
768
rect.min.x / batch_image_size.x,
769
rect.max.y / batch_image_size.y,
770
rect_size.x / batch_image_size.x,
771
-rect_size.y / batch_image_size.y,
772
);
773
774
if extracted_sprite.flip_x {
775
uv_offset_scale.x += uv_offset_scale.z;
776
uv_offset_scale.z *= -1.0;
777
}
778
if extracted_sprite.flip_y {
779
uv_offset_scale.y += uv_offset_scale.w;
780
uv_offset_scale.w *= -1.0;
781
}
782
783
let transform = extracted_sprite.transform.affine()
784
* Affine3A::from_scale_rotation_translation(
785
slice.size.extend(1.0),
786
Quat::IDENTITY,
787
(slice.size * -Vec2::splat(0.5) + slice.offset).extend(0.0),
788
);
789
790
// Store the vertex data and add the item to the render phase
791
sprite_meta
792
.sprite_instance_buffer
793
.push(SpriteInstance::from(
794
&transform,
795
&extracted_sprite.color,
796
&uv_offset_scale,
797
));
798
799
current_batch.as_mut().unwrap().get_mut().range.end += 1;
800
index += 1;
801
}
802
}
803
}
804
transparent_phase.items[batch_item_index]
805
.batch_range_mut()
806
.end += 1;
807
}
808
sprite_meta
809
.sprite_instance_buffer
810
.write_buffer(&render_device, &render_queue);
811
812
if sprite_meta.sprite_index_buffer.len() != 6 {
813
sprite_meta.sprite_index_buffer.clear();
814
815
// NOTE: This code is creating 6 indices pointing to 4 vertices.
816
// The vertices form the corners of a quad based on their two least significant bits.
817
// 10 11
818
//
819
// 00 01
820
// The sprite shader can then use the two least significant bits as the vertex index.
821
// The rest of the properties to transform the vertex positions and UVs (which are
822
// implicit) are baked into the instance transform, and UV offset and scale.
823
// See bevy_sprite_render/src/render/sprite.wgsl for the details.
824
sprite_meta.sprite_index_buffer.push(2);
825
sprite_meta.sprite_index_buffer.push(0);
826
sprite_meta.sprite_index_buffer.push(1);
827
sprite_meta.sprite_index_buffer.push(1);
828
sprite_meta.sprite_index_buffer.push(3);
829
sprite_meta.sprite_index_buffer.push(2);
830
831
sprite_meta
832
.sprite_index_buffer
833
.write_buffer(&render_device, &render_queue);
834
}
835
}
836
}
837
/// [`RenderCommand`] for sprite rendering.
838
pub type DrawSprite = (
839
SetItemPipeline,
840
SetSpriteViewBindGroup<0>,
841
SetSpriteTextureBindGroup<1>,
842
DrawSpriteBatch,
843
);
844
845
pub struct SetSpriteViewBindGroup<const I: usize>;
846
impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetSpriteViewBindGroup<I> {
847
type Param = ();
848
type ViewQuery = (Read<ViewUniformOffset>, Read<SpriteViewBindGroup>);
849
type ItemQuery = ();
850
851
fn render<'w>(
852
_item: &P,
853
(view_uniform, sprite_view_bind_group): ROQueryItem<'w, '_, Self::ViewQuery>,
854
_entity: Option<()>,
855
_param: SystemParamItem<'w, '_, Self::Param>,
856
pass: &mut TrackedRenderPass<'w>,
857
) -> RenderCommandResult {
858
pass.set_bind_group(I, &sprite_view_bind_group.value, &[view_uniform.offset]);
859
RenderCommandResult::Success
860
}
861
}
862
pub struct SetSpriteTextureBindGroup<const I: usize>;
863
impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetSpriteTextureBindGroup<I> {
864
type Param = (SRes<ImageBindGroups>, SRes<SpriteBatches>);
865
type ViewQuery = Read<ExtractedView>;
866
type ItemQuery = ();
867
868
fn render<'w>(
869
item: &P,
870
view: ROQueryItem<'w, '_, Self::ViewQuery>,
871
_entity: Option<()>,
872
(image_bind_groups, batches): SystemParamItem<'w, '_, Self::Param>,
873
pass: &mut TrackedRenderPass<'w>,
874
) -> RenderCommandResult {
875
let image_bind_groups = image_bind_groups.into_inner();
876
let Some(batch) = batches.get(&(view.retained_view_entity, item.entity())) else {
877
return RenderCommandResult::Skip;
878
};
879
880
pass.set_bind_group(
881
I,
882
image_bind_groups
883
.values
884
.get(&batch.image_handle_id)
885
.unwrap(),
886
&[],
887
);
888
RenderCommandResult::Success
889
}
890
}
891
892
pub struct DrawSpriteBatch;
893
impl<P: PhaseItem> RenderCommand<P> for DrawSpriteBatch {
894
type Param = (SRes<SpriteMeta>, SRes<SpriteBatches>);
895
type ViewQuery = Read<ExtractedView>;
896
type ItemQuery = ();
897
898
fn render<'w>(
899
item: &P,
900
view: ROQueryItem<'w, '_, Self::ViewQuery>,
901
_entity: Option<()>,
902
(sprite_meta, batches): SystemParamItem<'w, '_, Self::Param>,
903
pass: &mut TrackedRenderPass<'w>,
904
) -> RenderCommandResult {
905
let sprite_meta = sprite_meta.into_inner();
906
let Some(batch) = batches.get(&(view.retained_view_entity, item.entity())) else {
907
return RenderCommandResult::Skip;
908
};
909
910
pass.set_index_buffer(
911
sprite_meta.sprite_index_buffer.buffer().unwrap().slice(..),
912
IndexFormat::Uint32,
913
);
914
pass.set_vertex_buffer(
915
0,
916
sprite_meta
917
.sprite_instance_buffer
918
.buffer()
919
.unwrap()
920
.slice(..),
921
);
922
pass.draw_indexed(0..6, 0, batch.range.clone());
923
RenderCommandResult::Success
924
}
925
}
926
927
/// Scales a texture to fit within a given quad size with keeping the aspect ratio.
928
fn apply_scaling(
929
scaling_mode: SpriteScalingMode,
930
texture_size: Vec2,
931
quad_size: &mut Vec2,
932
quad_translation: &mut Vec2,
933
uv_offset_scale: &mut Vec4,
934
) {
935
let quad_ratio = quad_size.x / quad_size.y;
936
let texture_ratio = texture_size.x / texture_size.y;
937
let tex_quad_scale = texture_ratio / quad_ratio;
938
let quad_tex_scale = quad_ratio / texture_ratio;
939
940
match scaling_mode {
941
SpriteScalingMode::FillCenter => {
942
if quad_ratio > texture_ratio {
943
// offset texture to center by y coordinate
944
uv_offset_scale.y += (uv_offset_scale.w - uv_offset_scale.w * tex_quad_scale) * 0.5;
945
// sum up scales
946
uv_offset_scale.w *= tex_quad_scale;
947
} else {
948
// offset texture to center by x coordinate
949
uv_offset_scale.x += (uv_offset_scale.z - uv_offset_scale.z * quad_tex_scale) * 0.5;
950
uv_offset_scale.z *= quad_tex_scale;
951
};
952
}
953
SpriteScalingMode::FillStart => {
954
if quad_ratio > texture_ratio {
955
uv_offset_scale.y += uv_offset_scale.w - uv_offset_scale.w * tex_quad_scale;
956
uv_offset_scale.w *= tex_quad_scale;
957
} else {
958
uv_offset_scale.z *= quad_tex_scale;
959
}
960
}
961
SpriteScalingMode::FillEnd => {
962
if quad_ratio > texture_ratio {
963
uv_offset_scale.w *= tex_quad_scale;
964
} else {
965
uv_offset_scale.x += uv_offset_scale.z - uv_offset_scale.z * quad_tex_scale;
966
uv_offset_scale.z *= quad_tex_scale;
967
}
968
}
969
SpriteScalingMode::FitCenter => {
970
if texture_ratio > quad_ratio {
971
// Scale based on width
972
quad_size.y *= quad_tex_scale;
973
} else {
974
// Scale based on height
975
quad_size.x *= tex_quad_scale;
976
}
977
}
978
SpriteScalingMode::FitStart => {
979
if texture_ratio > quad_ratio {
980
// The quad is scaled to match the image ratio, and the quad translation is adjusted
981
// to start of the quad within the original quad size.
982
let scale = Vec2::new(1.0, quad_tex_scale);
983
let new_quad = *quad_size * scale;
984
let offset = *quad_size - new_quad;
985
*quad_translation = Vec2::new(0.0, -offset.y);
986
*quad_size = new_quad;
987
} else {
988
let scale = Vec2::new(tex_quad_scale, 1.0);
989
let new_quad = *quad_size * scale;
990
let offset = *quad_size - new_quad;
991
*quad_translation = Vec2::new(offset.x, 0.0);
992
*quad_size = new_quad;
993
}
994
}
995
SpriteScalingMode::FitEnd => {
996
if texture_ratio > quad_ratio {
997
let scale = Vec2::new(1.0, quad_tex_scale);
998
let new_quad = *quad_size * scale;
999
let offset = *quad_size - new_quad;
1000
*quad_translation = Vec2::new(0.0, offset.y);
1001
*quad_size = new_quad;
1002
} else {
1003
let scale = Vec2::new(tex_quad_scale, 1.0);
1004
let new_quad = *quad_size * scale;
1005
let offset = *quad_size - new_quad;
1006
*quad_translation = Vec2::new(-offset.x, 0.0);
1007
*quad_size = new_quad;
1008
}
1009
}
1010
}
1011
}
1012
1013