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render_systems.rs
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use crate::{
egui_node::{
DrawCommand, DrawPrimitive, EguiBevyPaintCallback, EguiDraw, EguiNode, EguiPipeline,
EguiPipelineKey, EguiRenderTargetType, PaintCallbackDraw,
},
EguiContextSettings, EguiManagedTextures, EguiRenderOutput, EguiRenderToImage,
EguiUserTextures, RenderTargetSize,
};
use bevy_asset::prelude::*;
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::{prelude::*, system::SystemParam};
use bevy_image::Image;
use bevy_log as log;
use bevy_math::Vec2;
use bevy_render::{
extract_resource::ExtractResource,
render_asset::RenderAssets,
render_graph::{RenderGraph, RenderLabel},
render_resource::{
BindGroup, BindGroupEntry, BindingResource, Buffer, BufferDescriptor, BufferId,
CachedRenderPipelineId, DynamicUniformBuffer, PipelineCache, SpecializedRenderPipelines,
},
renderer::{RenderDevice, RenderQueue},
sync_world::{MainEntity, RenderEntity},
texture::GpuImage,
view::ExtractedWindows,
Extract,
};
use bevy_utils::HashMap;
use bevy_window::Window;
use bytemuck::cast_slice;
use wgpu_types::{BufferAddress, BufferUsages};
/// Extracted Egui settings.
#[derive(Resource, Deref, DerefMut, Default)]
pub struct ExtractedEguiSettings(pub EguiContextSettings);
/// The extracted version of [`EguiManagedTextures`].
#[derive(Debug, Resource)]
pub struct ExtractedEguiManagedTextures(pub HashMap<(Entity, u64), Handle<Image>>);
impl ExtractResource for ExtractedEguiManagedTextures {
type Source = EguiManagedTextures;
fn extract_resource(source: &Self::Source) -> Self {
Self(source.iter().map(|(k, v)| (*k, v.handle.clone())).collect())
}
}
/// Corresponds to Egui's [`egui::TextureId`].
#[derive(Debug, PartialEq, Eq, Hash)]
pub enum EguiTextureId {
/// Textures allocated via Egui.
Managed(MainEntity, u64),
/// Textures allocated via Bevy.
User(u64),
}
/// Extracted Egui textures.
#[derive(SystemParam)]
pub struct ExtractedEguiTextures<'w> {
/// Maps Egui managed texture ids to Bevy image handles.
pub egui_textures: Res<'w, ExtractedEguiManagedTextures>,
/// Maps Bevy managed texture handles to Egui user texture ids.
pub user_textures: Res<'w, EguiUserTextures>,
}
/// [`RenderLabel`] type for the Egui pass.
#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
pub struct EguiPass {
/// Index of the window entity.
pub entity_index: u32,
/// Generation of the window entity.
pub entity_generation: u32,
/// Render target type (e.g. window, image).
pub render_target_type: EguiRenderTargetType,
}
impl EguiPass {
/// Creates a pass from a window Egui context.
pub fn from_window_entity(entity: Entity) -> Self {
Self {
entity_index: entity.index(),
entity_generation: entity.generation(),
render_target_type: EguiRenderTargetType::Window,
}
}
/// Creates a pass from a "render to image" Egui context.
pub fn from_render_to_image_entity(entity: Entity) -> Self {
Self {
entity_index: entity.index(),
entity_generation: entity.generation(),
render_target_type: EguiRenderTargetType::Image,
}
}
}
impl ExtractedEguiTextures<'_> {
/// Returns an iterator over all textures (both Egui and Bevy managed).
pub fn handles(&self) -> impl Iterator<Item = (EguiTextureId, AssetId<Image>)> + '_ {
self.egui_textures
.0
.iter()
.map(|(&(window, texture_id), managed_tex)| {
(
EguiTextureId::Managed(MainEntity::from(window), texture_id),
managed_tex.id(),
)
})
.chain(
self.user_textures
.textures
.iter()
.map(|(handle, id)| (EguiTextureId::User(*id), handle.id())),
)
}
}
/// Sets up render nodes for newly created window Egui contexts.
pub fn setup_new_window_nodes_system(
windows: Extract<Query<(Entity, &RenderEntity), Added<Window>>>,
mut render_graph: ResMut<RenderGraph>,
) {
for (window_entity, window_render_entity) in windows.iter() {
let egui_pass = EguiPass::from_window_entity(window_entity);
let new_node = EguiNode::new(
MainEntity::from(window_entity),
*window_render_entity,
EguiRenderTargetType::Window,
);
render_graph.add_node(egui_pass.clone(), new_node);
render_graph.add_node_edge(bevy_render::graph::CameraDriverLabel, egui_pass);
}
}
/// Tears render nodes down for deleted window Egui contexts.
pub fn teardown_window_nodes_system(
mut removed_windows: Extract<RemovedComponents<Window>>,
mut render_graph: ResMut<RenderGraph>,
) {
for window_entity in removed_windows.read() {
if let Err(err) = render_graph.remove_node(EguiPass::from_window_entity(window_entity)) {
log::error!("Failed to remove a render graph node: {err:?}");
}
}
}
/// Sets up render nodes for newly created "render to texture" Egui contexts.
pub fn setup_new_render_to_image_nodes_system(
render_to_image_targets: Extract<Query<(Entity, &RenderEntity), Added<EguiRenderToImage>>>,
mut render_graph: ResMut<RenderGraph>,
) {
for (render_to_image_entity, render_entity) in render_to_image_targets.iter() {
let egui_pass = EguiPass::from_render_to_image_entity(render_to_image_entity);
let new_node = EguiNode::new(
MainEntity::from(render_to_image_entity),
*render_entity,
EguiRenderTargetType::Image,
);
render_graph.add_node(egui_pass.clone(), new_node);
render_graph.add_node_edge(egui_pass, bevy_render::graph::CameraDriverLabel);
}
}
/// Tears render nodes down for deleted "render to texture" Egui contexts.
pub fn teardown_render_to_image_nodes_system(
mut removed_windows: Extract<RemovedComponents<EguiRenderToImage>>,
mut render_graph: ResMut<RenderGraph>,
) {
for window_entity in removed_windows.read() {
if let Err(err) =
render_graph.remove_node(EguiPass::from_render_to_image_entity(window_entity))
{
log::error!("Failed to remove a render graph node: {err:?}");
}
}
}
/// Describes the transform buffer.
#[derive(Resource, Default)]
pub struct EguiTransforms {
/// Uniform buffer.
pub buffer: DynamicUniformBuffer<EguiTransform>,
/// The Entity is from the main world.
pub offsets: HashMap<MainEntity, u32>,
/// Bind group.
pub bind_group: Option<(BufferId, BindGroup)>,
}
/// Scale and translation for rendering Egui shapes. Is needed to transform Egui coordinates from
/// the screen space with the center at (0, 0) to the normalised viewport space.
#[derive(encase::ShaderType, Default)]
pub struct EguiTransform {
/// Is affected by window size and [`EguiContextSettings::scale_factor`].
pub scale: Vec2,
/// Normally equals `Vec2::new(-1.0, 1.0)`.
pub translation: Vec2,
}
impl EguiTransform {
/// Calculates the transform from window size and scale factor.
pub fn from_render_target_size(
render_target_size: RenderTargetSize,
scale_factor: f32,
) -> Self {
EguiTransform {
scale: Vec2::new(
2.0 / (render_target_size.width() / scale_factor),
-2.0 / (render_target_size.height() / scale_factor),
),
translation: Vec2::new(-1.0, 1.0),
}
}
}
/// Prepares Egui transforms.
pub fn prepare_egui_transforms_system(
mut egui_transforms: ResMut<EguiTransforms>,
render_targets: Query<(Option<&MainEntity>, &EguiContextSettings, &RenderTargetSize)>,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
egui_pipeline: Res<EguiPipeline>,
) {
egui_transforms.buffer.clear();
egui_transforms.offsets.clear();
for (window_main, egui_settings, size) in render_targets.iter() {
let offset = egui_transforms
.buffer
.push(&EguiTransform::from_render_target_size(
*size,
egui_settings.scale_factor,
));
if let Some(window_main) = window_main {
egui_transforms.offsets.insert(*window_main, offset);
}
}
egui_transforms
.buffer
.write_buffer(&render_device, &render_queue);
if let Some(buffer) = egui_transforms.buffer.buffer() {
match egui_transforms.bind_group {
Some((id, _)) if buffer.id() == id => {}
_ => {
let transform_bind_group = render_device.create_bind_group(
Some("egui transform bind group"),
&egui_pipeline.transform_bind_group_layout,
&[BindGroupEntry {
binding: 0,
resource: egui_transforms.buffer.binding().unwrap(),
}],
);
egui_transforms.bind_group = Some((buffer.id(), transform_bind_group));
}
};
}
}
/// Maps Egui textures to bind groups.
#[derive(Resource, Deref, DerefMut, Default)]
pub struct EguiTextureBindGroups(pub HashMap<EguiTextureId, BindGroup>);
/// Queues bind groups.
pub fn queue_bind_groups_system(
mut commands: Commands,
egui_textures: ExtractedEguiTextures,
render_device: Res<RenderDevice>,
gpu_images: Res<RenderAssets<GpuImage>>,
egui_pipeline: Res<EguiPipeline>,
) {
let bind_groups = egui_textures
.handles()
.filter_map(|(texture, handle_id)| {
let gpu_image = gpu_images.get(&Handle::Weak(handle_id))?;
let bind_group = render_device.create_bind_group(
None,
&egui_pipeline.texture_bind_group_layout,
&[
BindGroupEntry {
binding: 0,
resource: BindingResource::TextureView(&gpu_image.texture_view),
},
BindGroupEntry {
binding: 1,
resource: BindingResource::Sampler(&gpu_image.sampler),
},
],
);
Some((texture, bind_group))
})
.collect();
commands.insert_resource(EguiTextureBindGroups(bind_groups))
}
/// Cached Pipeline IDs for the specialized instances of `EguiPipeline`.
#[derive(Resource)]
pub struct EguiPipelines(pub HashMap<MainEntity, CachedRenderPipelineId>);
/// Queue [`EguiPipeline`] instances specialized on each window's swap chain texture format.
pub fn queue_pipelines_system(
mut commands: Commands,
pipeline_cache: Res<PipelineCache>,
mut specialized_pipelines: ResMut<SpecializedRenderPipelines<EguiPipeline>>,
egui_pipeline: Res<EguiPipeline>,
windows: Res<ExtractedWindows>,
render_to_image: Query<(&MainEntity, &EguiRenderToImage)>,
images: Res<RenderAssets<GpuImage>>,
) {
let mut pipelines: HashMap<MainEntity, CachedRenderPipelineId> = windows
.iter()
.filter_map(|(window_id, window)| {
let key = EguiPipelineKey::from_extracted_window(window)?;
let pipeline_id =
specialized_pipelines.specialize(&pipeline_cache, &egui_pipeline, key);
Some((MainEntity::from(*window_id), pipeline_id))
})
.collect();
pipelines.extend(
render_to_image
.iter()
.filter_map(|(main_entity, render_to_image)| {
let img = images.get(&render_to_image.handle)?;
let key = EguiPipelineKey::from_gpu_image(img);
let pipeline_id =
specialized_pipelines.specialize(&pipeline_cache, &egui_pipeline, key);
Some((*main_entity, pipeline_id))
}),
);
commands.insert_resource(EguiPipelines(pipelines));
}
/// Cached Pipeline IDs for the specialized instances of `EguiPipeline`.
#[derive(Default, Resource)]
pub struct EguiRenderData(pub(crate) HashMap<MainEntity, EguiRenderTargetData>);
#[derive(Default)]
pub(crate) struct EguiRenderTargetData {
keep: bool,
pub(crate) vertex_data: Vec<u8>,
pub(crate) vertex_buffer_capacity: usize,
pub(crate) vertex_buffer: Option<Buffer>,
pub(crate) index_data: Vec<u32>,
pub(crate) index_buffer_capacity: usize,
pub(crate) index_buffer: Option<Buffer>,
pub(crate) draw_commands: Vec<DrawCommand>,
pub(crate) postponed_updates: Vec<(egui::Rect, PaintCallbackDraw)>,
pub(crate) pixels_per_point: f32,
pub(crate) key: Option<EguiPipelineKey>,
pub(crate) render_target_size: Option<RenderTargetSize>,
}
/// Prepares Egui transforms.
pub fn prepare_egui_render_target_data(
mut render_data: ResMut<EguiRenderData>,
render_targets: Query<(
&MainEntity,
&EguiContextSettings,
&RenderTargetSize,
&EguiRenderOutput,
Option<&EguiRenderToImage>,
)>,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
extracted_windows: Res<ExtractedWindows>,
gpu_images: Res<RenderAssets<GpuImage>>,
) {
let render_data = &mut render_data.0;
render_data.retain(|_, data| {
let keep = data.keep;
data.keep = false;
keep
});
for (main_entity, egui_settings, render_target_size, render_output, render_to_image) in
render_targets.iter()
{
let data = render_data.entry(*main_entity).or_default();
data.keep = true;
let render_target_size = *render_target_size;
let egui_settings = egui_settings.clone();
let image_handle =
render_to_image.map(|render_to_image| render_to_image.handle.clone_weak());
data.render_target_size = Some(render_target_size);
let render_target_type = if render_to_image.is_some() {
EguiRenderTargetType::Image
} else {
EguiRenderTargetType::Window
};
// Construct a pipeline key based on a render target.
let key = match render_target_type {
EguiRenderTargetType::Window => {
let Some(key) = extracted_windows
.windows
.get(&main_entity.id())
.and_then(EguiPipelineKey::from_extracted_window)
else {
continue;
};
key
}
EguiRenderTargetType::Image => {
let image_handle = image_handle
.expect("Expected an image handle for a render to image node")
.clone();
let Some(key) = gpu_images
.get(&image_handle)
.map(EguiPipelineKey::from_gpu_image)
else {
continue;
};
key
}
};
data.key = Some(key);
data.pixels_per_point = render_target_size.scale_factor * egui_settings.scale_factor;
if render_target_size.physical_width == 0.0 || render_target_size.physical_height == 0.0 {
continue;
}
let mut index_offset = 0;
data.draw_commands.clear();
data.vertex_data.clear();
data.index_data.clear();
data.postponed_updates.clear();
for egui::epaint::ClippedPrimitive {
clip_rect,
primitive,
} in render_output.paint_jobs.as_slice()
{
let clip_rect = *clip_rect;
let clip_urect = bevy_math::URect {
min: bevy_math::UVec2 {
x: (clip_rect.min.x * data.pixels_per_point).round() as u32,
y: (clip_rect.min.y * data.pixels_per_point).round() as u32,
},
max: bevy_math::UVec2 {
x: (clip_rect.max.x * data.pixels_per_point).round() as u32,
y: (clip_rect.max.y * data.pixels_per_point).round() as u32,
},
};
if clip_urect
.intersect(bevy_math::URect::new(
0,
0,
render_target_size.physical_width as u32,
render_target_size.physical_height as u32,
))
.is_empty()
{
continue;
}
let mesh = match primitive {
egui::epaint::Primitive::Mesh(mesh) => mesh,
egui::epaint::Primitive::Callback(paint_callback) => {
let callback = match paint_callback
.callback
.clone()
.downcast::<EguiBevyPaintCallback>()
{
Ok(callback) => callback,
Err(err) => {
log::error!("Unsupported Egui paint callback type: {err:?}");
continue;
}
};
data.postponed_updates.push((
clip_rect,
PaintCallbackDraw {
callback: callback.clone(),
rect: paint_callback.rect,
},
));
data.draw_commands.push(DrawCommand {
primitive: DrawPrimitive::PaintCallback(PaintCallbackDraw {
callback,
rect: paint_callback.rect,
}),
clip_rect,
});
continue;
}
};
data.vertex_data
.extend_from_slice(cast_slice::<_, u8>(mesh.vertices.as_slice()));
data.index_data
.extend(mesh.indices.iter().map(|i| i + index_offset));
index_offset += mesh.vertices.len() as u32;
let texture_handle = match mesh.texture_id {
egui::TextureId::Managed(id) => EguiTextureId::Managed(*main_entity, id),
egui::TextureId::User(id) => EguiTextureId::User(id),
};
data.draw_commands.push(DrawCommand {
primitive: DrawPrimitive::Egui(EguiDraw {
vertices_count: mesh.indices.len(),
egui_texture: texture_handle,
}),
clip_rect,
});
}
if data.vertex_data.len() > data.vertex_buffer_capacity {
data.vertex_buffer_capacity = data.vertex_data.len().next_power_of_two();
data.vertex_buffer = Some(render_device.create_buffer(&BufferDescriptor {
label: Some("egui vertex buffer"),
size: data.vertex_buffer_capacity as BufferAddress,
usage: BufferUsages::COPY_DST | BufferUsages::VERTEX,
mapped_at_creation: false,
}));
}
let index_data_size = data.index_data.len() * std::mem::size_of::<u32>();
if index_data_size > data.index_buffer_capacity {
data.index_buffer_capacity = index_data_size.next_power_of_two();
data.index_buffer = Some(render_device.create_buffer(&BufferDescriptor {
label: Some("egui index buffer"),
size: data.index_buffer_capacity as BufferAddress,
usage: BufferUsages::COPY_DST | BufferUsages::INDEX,
mapped_at_creation: false,
}));
}
let (vertex_buffer, index_buffer) = match (&data.vertex_buffer, &data.index_buffer) {
(Some(vertex), Some(index)) => (vertex, index),
_ => {
continue;
}
};
render_queue.write_buffer(vertex_buffer, 0, &data.vertex_data);
render_queue.write_buffer(index_buffer, 0, cast_slice(&data.index_data));
}
}