Path: blob/main/crates/bevy_ui_render/src/box_shadow.rs
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//! Box shadows rendering12use core::{hash::Hash, ops::Range};34use bevy_app::prelude::*;5use bevy_asset::*;6use bevy_camera::visibility::InheritedVisibility;7use bevy_color::{Alpha, ColorToComponents, LinearRgba};8use bevy_ecs::prelude::*;9use bevy_ecs::{10prelude::Component,11system::{12lifetimeless::{Read, SRes},13*,14},15};16use bevy_image::BevyDefault as _;17use bevy_math::{vec2, Affine2, FloatOrd, Rect, Vec2};18use bevy_mesh::VertexBufferLayout;19use bevy_render::sync_world::{MainEntity, TemporaryRenderEntity};20use bevy_render::{21render_phase::*,22render_resource::{binding_types::uniform_buffer, *},23renderer::{RenderDevice, RenderQueue},24view::*,25Extract, ExtractSchedule, Render, RenderSystems,26};27use bevy_render::{RenderApp, RenderStartup};28use bevy_shader::{Shader, ShaderDefVal};29use bevy_ui::{30BoxShadow, CalculatedClip, ComputedNode, ComputedUiRenderTargetInfo, ComputedUiTargetCamera,31ResolvedBorderRadius, UiGlobalTransform, Val,32};33use bevy_utils::default;34use bytemuck::{Pod, Zeroable};3536use crate::{BoxShadowSamples, RenderUiSystems, TransparentUi, UiCameraMap};3738use super::{stack_z_offsets, UiCameraView, QUAD_INDICES, QUAD_VERTEX_POSITIONS};3940/// A plugin that enables the rendering of box shadows.41pub struct BoxShadowPlugin;4243impl Plugin for BoxShadowPlugin {44fn build(&self, app: &mut App) {45embedded_asset!(app, "box_shadow.wgsl");4647if let Some(render_app) = app.get_sub_app_mut(RenderApp) {48render_app49.add_render_command::<TransparentUi, DrawBoxShadows>()50.init_resource::<ExtractedBoxShadows>()51.init_resource::<BoxShadowMeta>()52.init_resource::<SpecializedRenderPipelines<BoxShadowPipeline>>()53.add_systems(RenderStartup, init_box_shadow_pipeline)54.add_systems(55ExtractSchedule,56extract_shadows.in_set(RenderUiSystems::ExtractBoxShadows),57)58.add_systems(59Render,60(61queue_shadows.in_set(RenderSystems::Queue),62prepare_shadows.in_set(RenderSystems::PrepareBindGroups),63),64);65}66}67}6869#[repr(C)]70#[derive(Copy, Clone, Pod, Zeroable)]71struct BoxShadowVertex {72position: [f32; 3],73uvs: [f32; 2],74vertex_color: [f32; 4],75size: [f32; 2],76radius: [f32; 4],77blur: f32,78bounds: [f32; 2],79}8081#[derive(Component)]82pub struct UiShadowsBatch {83pub range: Range<u32>,84pub camera: Entity,85}8687/// Contains the vertices and bind groups to be sent to the GPU88#[derive(Resource)]89pub struct BoxShadowMeta {90vertices: RawBufferVec<BoxShadowVertex>,91indices: RawBufferVec<u32>,92view_bind_group: Option<BindGroup>,93}9495impl Default for BoxShadowMeta {96fn default() -> Self {97Self {98vertices: RawBufferVec::new(BufferUsages::VERTEX),99indices: RawBufferVec::new(BufferUsages::INDEX),100view_bind_group: None,101}102}103}104105#[derive(Resource)]106pub struct BoxShadowPipeline {107pub view_layout: BindGroupLayout,108pub shader: Handle<Shader>,109}110111pub fn init_box_shadow_pipeline(112mut commands: Commands,113render_device: Res<RenderDevice>,114asset_server: Res<AssetServer>,115) {116let view_layout = render_device.create_bind_group_layout(117"box_shadow_view_layout",118&BindGroupLayoutEntries::single(119ShaderStages::VERTEX_FRAGMENT,120uniform_buffer::<ViewUniform>(true),121),122);123124commands.insert_resource(BoxShadowPipeline {125view_layout,126shader: load_embedded_asset!(asset_server.as_ref(), "box_shadow.wgsl"),127});128}129130#[derive(Clone, Copy, Hash, PartialEq, Eq)]131pub struct BoxShadowPipelineKey {132pub hdr: bool,133/// Number of samples, a higher value results in better quality shadows.134pub samples: u32,135}136137impl SpecializedRenderPipeline for BoxShadowPipeline {138type Key = BoxShadowPipelineKey;139140fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {141let vertex_layout = VertexBufferLayout::from_vertex_formats(142VertexStepMode::Vertex,143vec![144// position145VertexFormat::Float32x3,146// uv147VertexFormat::Float32x2,148// color149VertexFormat::Float32x4,150// target rect size151VertexFormat::Float32x2,152// corner radius values (top left, top right, bottom right, bottom left)153VertexFormat::Float32x4,154// blur radius155VertexFormat::Float32,156// outer size157VertexFormat::Float32x2,158],159);160let shader_defs = vec![ShaderDefVal::UInt(161"SHADOW_SAMPLES".to_string(),162key.samples,163)];164165RenderPipelineDescriptor {166vertex: VertexState {167shader: self.shader.clone(),168shader_defs: shader_defs.clone(),169buffers: vec![vertex_layout],170..default()171},172fragment: Some(FragmentState {173shader: self.shader.clone(),174shader_defs,175targets: vec![Some(ColorTargetState {176format: if key.hdr {177ViewTarget::TEXTURE_FORMAT_HDR178} else {179TextureFormat::bevy_default()180},181blend: Some(BlendState::ALPHA_BLENDING),182write_mask: ColorWrites::ALL,183})],184..default()185}),186layout: vec![self.view_layout.clone()],187label: Some("box_shadow_pipeline".into()),188..default()189}190}191}192193/// Description of a shadow to be sorted and queued for rendering194pub struct ExtractedBoxShadow {195pub stack_index: u32,196pub transform: Affine2,197pub bounds: Vec2,198pub clip: Option<Rect>,199pub extracted_camera_entity: Entity,200pub color: LinearRgba,201pub radius: ResolvedBorderRadius,202pub blur_radius: f32,203pub size: Vec2,204pub main_entity: MainEntity,205pub render_entity: Entity,206}207208/// List of extracted shadows to be sorted and queued for rendering209#[derive(Resource, Default)]210pub struct ExtractedBoxShadows {211pub box_shadows: Vec<ExtractedBoxShadow>,212}213214pub fn extract_shadows(215mut commands: Commands,216mut extracted_box_shadows: ResMut<ExtractedBoxShadows>,217box_shadow_query: Extract<218Query<(219Entity,220&ComputedNode,221&UiGlobalTransform,222&InheritedVisibility,223&BoxShadow,224Option<&CalculatedClip>,225&ComputedUiTargetCamera,226&ComputedUiRenderTargetInfo,227)>,228>,229camera_map: Extract<UiCameraMap>,230) {231let mut mapping = camera_map.get_mapper();232233for (entity, uinode, transform, visibility, box_shadow, clip, camera, target) in234&box_shadow_query235{236// Skip if no visible shadows237if !visibility.get() || box_shadow.is_empty() || uinode.is_empty() {238continue;239}240241let Some(extracted_camera_entity) = mapping.map(camera) else {242continue;243};244245let ui_physical_viewport_size = target.physical_size().as_vec2();246let scale_factor = target.scale_factor();247248for drop_shadow in box_shadow.iter() {249if drop_shadow.color.is_fully_transparent() {250continue;251}252253let resolve_val = |val, base, scale_factor| match val {254Val::Auto => 0.,255Val::Px(px) => px * scale_factor,256Val::Percent(percent) => percent / 100. * base,257Val::Vw(percent) => percent / 100. * ui_physical_viewport_size.x,258Val::Vh(percent) => percent / 100. * ui_physical_viewport_size.y,259Val::VMin(percent) => percent / 100. * ui_physical_viewport_size.min_element(),260Val::VMax(percent) => percent / 100. * ui_physical_viewport_size.max_element(),261};262263let spread_x = resolve_val(drop_shadow.spread_radius, uinode.size().x, scale_factor);264let spread_ratio = (spread_x + uinode.size().x) / uinode.size().x;265266let spread = vec2(spread_x, uinode.size().y * spread_ratio - uinode.size().y);267268let blur_radius = resolve_val(drop_shadow.blur_radius, uinode.size().x, scale_factor);269let offset = vec2(270resolve_val(drop_shadow.x_offset, uinode.size().x, scale_factor),271resolve_val(drop_shadow.y_offset, uinode.size().y, scale_factor),272);273274let shadow_size = uinode.size() + spread;275if shadow_size.cmple(Vec2::ZERO).any() {276continue;277}278279let radius = ResolvedBorderRadius {280top_left: uinode.border_radius.top_left * spread_ratio,281top_right: uinode.border_radius.top_right * spread_ratio,282bottom_left: uinode.border_radius.bottom_left * spread_ratio,283bottom_right: uinode.border_radius.bottom_right * spread_ratio,284};285286extracted_box_shadows.box_shadows.push(ExtractedBoxShadow {287render_entity: commands.spawn(TemporaryRenderEntity).id(),288stack_index: uinode.stack_index,289transform: Affine2::from(transform) * Affine2::from_translation(offset),290color: drop_shadow.color.into(),291bounds: shadow_size + 6. * blur_radius,292clip: clip.map(|clip| clip.clip),293extracted_camera_entity,294radius,295blur_radius,296size: shadow_size,297main_entity: entity.into(),298});299}300}301}302303#[expect(304clippy::too_many_arguments,305reason = "it's a system that needs a lot of them"306)]307pub fn queue_shadows(308extracted_box_shadows: ResMut<ExtractedBoxShadows>,309box_shadow_pipeline: Res<BoxShadowPipeline>,310mut pipelines: ResMut<SpecializedRenderPipelines<BoxShadowPipeline>>,311mut transparent_render_phases: ResMut<ViewSortedRenderPhases<TransparentUi>>,312mut render_views: Query<(&UiCameraView, Option<&BoxShadowSamples>), With<ExtractedView>>,313camera_views: Query<&ExtractedView>,314pipeline_cache: Res<PipelineCache>,315draw_functions: Res<DrawFunctions<TransparentUi>>,316) {317let draw_function = draw_functions.read().id::<DrawBoxShadows>();318for (index, extracted_shadow) in extracted_box_shadows.box_shadows.iter().enumerate() {319let entity = extracted_shadow.render_entity;320let Ok((default_camera_view, shadow_samples)) =321render_views.get_mut(extracted_shadow.extracted_camera_entity)322else {323continue;324};325326let Ok(view) = camera_views.get(default_camera_view.0) else {327continue;328};329330let Some(transparent_phase) = transparent_render_phases.get_mut(&view.retained_view_entity)331else {332continue;333};334335let pipeline = pipelines.specialize(336&pipeline_cache,337&box_shadow_pipeline,338BoxShadowPipelineKey {339hdr: view.hdr,340samples: shadow_samples.copied().unwrap_or_default().0,341},342);343344transparent_phase.add(TransparentUi {345draw_function,346pipeline,347entity: (entity, extracted_shadow.main_entity),348sort_key: FloatOrd(extracted_shadow.stack_index as f32 + stack_z_offsets::BOX_SHADOW),349350batch_range: 0..0,351extra_index: PhaseItemExtraIndex::None,352index,353indexed: true,354});355}356}357358pub fn prepare_shadows(359mut commands: Commands,360render_device: Res<RenderDevice>,361render_queue: Res<RenderQueue>,362mut ui_meta: ResMut<BoxShadowMeta>,363mut extracted_shadows: ResMut<ExtractedBoxShadows>,364view_uniforms: Res<ViewUniforms>,365box_shadow_pipeline: Res<BoxShadowPipeline>,366mut phases: ResMut<ViewSortedRenderPhases<TransparentUi>>,367mut previous_len: Local<usize>,368) {369if let Some(view_binding) = view_uniforms.uniforms.binding() {370let mut batches: Vec<(Entity, UiShadowsBatch)> = Vec::with_capacity(*previous_len);371372ui_meta.vertices.clear();373ui_meta.indices.clear();374ui_meta.view_bind_group = Some(render_device.create_bind_group(375"box_shadow_view_bind_group",376&box_shadow_pipeline.view_layout,377&BindGroupEntries::single(view_binding),378));379380// Buffer indexes381let mut vertices_index = 0;382let mut indices_index = 0;383384for ui_phase in phases.values_mut() {385for item_index in 0..ui_phase.items.len() {386let item = &mut ui_phase.items[item_index];387let Some(box_shadow) = extracted_shadows388.box_shadows389.get(item.index)390.filter(|n| item.entity() == n.render_entity)391else {392continue;393};394let rect_size = box_shadow.bounds;395396// Specify the corners of the node397let positions = QUAD_VERTEX_POSITIONS.map(|pos| {398box_shadow399.transform400.transform_point2(pos * rect_size)401.extend(0.)402});403404// Calculate the effect of clipping405// Note: this won't work with rotation/scaling, but that's much more complex (may need more that 2 quads)406let positions_diff = if let Some(clip) = box_shadow.clip {407[408Vec2::new(409f32::max(clip.min.x - positions[0].x, 0.),410f32::max(clip.min.y - positions[0].y, 0.),411),412Vec2::new(413f32::min(clip.max.x - positions[1].x, 0.),414f32::max(clip.min.y - positions[1].y, 0.),415),416Vec2::new(417f32::min(clip.max.x - positions[2].x, 0.),418f32::min(clip.max.y - positions[2].y, 0.),419),420Vec2::new(421f32::max(clip.min.x - positions[3].x, 0.),422f32::min(clip.max.y - positions[3].y, 0.),423),424]425} else {426[Vec2::ZERO; 4]427};428429let positions_clipped = [430positions[0] + positions_diff[0].extend(0.),431positions[1] + positions_diff[1].extend(0.),432positions[2] + positions_diff[2].extend(0.),433positions[3] + positions_diff[3].extend(0.),434];435436let transformed_rect_size = box_shadow.transform.transform_vector2(rect_size);437438// Don't try to cull nodes that have a rotation439// In a rotation around the Z-axis, this value is 0.0 for an angle of 0.0 or π440// In those two cases, the culling check can proceed normally as corners will be on441// horizontal / vertical lines442// For all other angles, bypass the culling check443// This does not properly handles all rotations on all axis444if box_shadow.transform.x_axis[1] == 0.0 {445// Cull nodes that are completely clipped446if positions_diff[0].x - positions_diff[1].x >= transformed_rect_size.x447|| positions_diff[1].y - positions_diff[2].y >= transformed_rect_size.y448{449continue;450}451}452453let uvs = [454Vec2::new(positions_diff[0].x, positions_diff[0].y),455Vec2::new(456box_shadow.bounds.x + positions_diff[1].x,457positions_diff[1].y,458),459Vec2::new(460box_shadow.bounds.x + positions_diff[2].x,461box_shadow.bounds.y + positions_diff[2].y,462),463Vec2::new(464positions_diff[3].x,465box_shadow.bounds.y + positions_diff[3].y,466),467]468.map(|pos| pos / box_shadow.bounds);469470for i in 0..4 {471ui_meta.vertices.push(BoxShadowVertex {472position: positions_clipped[i].into(),473uvs: uvs[i].into(),474vertex_color: box_shadow.color.to_f32_array(),475size: box_shadow.size.into(),476radius: box_shadow.radius.into(),477blur: box_shadow.blur_radius,478bounds: rect_size.into(),479});480}481482for &i in &QUAD_INDICES {483ui_meta.indices.push(indices_index + i as u32);484}485486batches.push((487item.entity(),488UiShadowsBatch {489range: vertices_index..vertices_index + 6,490camera: box_shadow.extracted_camera_entity,491},492));493494vertices_index += 6;495indices_index += 4;496497// shadows are sent to the gpu non-batched498*ui_phase.items[item_index].batch_range_mut() =499item_index as u32..item_index as u32 + 1;500}501}502ui_meta.vertices.write_buffer(&render_device, &render_queue);503ui_meta.indices.write_buffer(&render_device, &render_queue);504*previous_len = batches.len();505commands.try_insert_batch(batches);506}507extracted_shadows.box_shadows.clear();508}509510pub type DrawBoxShadows = (SetItemPipeline, SetBoxShadowViewBindGroup<0>, DrawBoxShadow);511512pub struct SetBoxShadowViewBindGroup<const I: usize>;513impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetBoxShadowViewBindGroup<I> {514type Param = SRes<BoxShadowMeta>;515type ViewQuery = Read<ViewUniformOffset>;516type ItemQuery = ();517518fn render<'w>(519_item: &P,520view_uniform: &'w ViewUniformOffset,521_entity: Option<()>,522ui_meta: SystemParamItem<'w, '_, Self::Param>,523pass: &mut TrackedRenderPass<'w>,524) -> RenderCommandResult {525let Some(view_bind_group) = ui_meta.into_inner().view_bind_group.as_ref() else {526return RenderCommandResult::Failure("view_bind_group not available");527};528pass.set_bind_group(I, view_bind_group, &[view_uniform.offset]);529RenderCommandResult::Success530}531}532533pub struct DrawBoxShadow;534impl<P: PhaseItem> RenderCommand<P> for DrawBoxShadow {535type Param = SRes<BoxShadowMeta>;536type ViewQuery = ();537type ItemQuery = Read<UiShadowsBatch>;538539#[inline]540fn render<'w>(541_item: &P,542_view: (),543batch: Option<&'w UiShadowsBatch>,544ui_meta: SystemParamItem<'w, '_, Self::Param>,545pass: &mut TrackedRenderPass<'w>,546) -> RenderCommandResult {547let Some(batch) = batch else {548return RenderCommandResult::Skip;549};550let ui_meta = ui_meta.into_inner();551let Some(vertices) = ui_meta.vertices.buffer() else {552return RenderCommandResult::Failure("missing vertices to draw ui");553};554let Some(indices) = ui_meta.indices.buffer() else {555return RenderCommandResult::Failure("missing indices to draw ui");556};557558// Store the vertices559pass.set_vertex_buffer(0, vertices.slice(..));560// Define how to "connect" the vertices561pass.set_index_buffer(indices.slice(..), 0, IndexFormat::Uint32);562// Draw the vertices563pass.draw_indexed(batch.range.clone(), 0, 0..1);564RenderCommandResult::Success565}566}567568569