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UI texture atlas slice shader (#14990)
# Objective Fixes #14183 ## Solution Reimplement the UI texture atlas slicer using a shader. The problems with #14183 could be fixed more simply by hacking around with the coordinates and scaling but that way is very fragile and might get broken again the next time we make changes to the layout calculations. A shader based solution is more robust, it's impossible for gaps to appear between the image slices with these changes as we're only drawing a single quad. I've not tried any benchmarks yet but it should much more efficient as well, in the worst cases even hundreds or thousands of times faster. Maybe could have used the UiMaterialPipeline. I wrote the shader first and used fat vertices and then realised it wouldn't work that way with a UiMaterial. If it's rewritten it so it puts all the slice geometry in uniform buffer, then it might work? Adding the uniform buffer would probably make the shader more complicated though, so don't know if it's even worth it. Instancing is another alternative. ## Testing The examples are working and it seems to match the old API correctly but I've not used the texture atlas slicing API for anything before, I reviewed the PR but that was back in January. Needs a review by someone who knows the rendering pipeline and wgsl really well because I don't really have any idea what I'm doing.
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#import bevy_render::view::View; | ||
#import bevy_render::globals::Globals; | ||
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@group(0) @binding(0) | ||
var<uniform> view: View; | ||
@group(0) @binding(1) | ||
var<uniform> globals: Globals; | ||
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@group(1) @binding(0) var sprite_texture: texture_2d<f32>; | ||
@group(1) @binding(1) var sprite_sampler: sampler; | ||
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struct UiVertexOutput { | ||
@location(0) uv: vec2<f32>, | ||
@location(1) color: vec4<f32>, | ||
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// Defines the dividing line that are used to split the texture atlas rect into corner, side and center slices | ||
// The distances are normalized and from the top left corner of the texture atlas rect | ||
// x = distance of the left vertical dividing line | ||
// y = distance of the top horizontal dividing line | ||
// z = distance of the right vertical dividing line | ||
// w = distance of the bottom horizontal dividing line | ||
@location(2) @interpolate(flat) texture_slices: vec4<f32>, | ||
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// Defines the dividing line that are used to split the render target into into corner, side and center slices | ||
// The distances are normalized and from the top left corner of the render target | ||
// x = distance of left vertical dividing line | ||
// y = distance of top horizontal dividing line | ||
// z = distance of right vertical dividing line | ||
// w = distance of bottom horizontal dividing line | ||
@location(3) @interpolate(flat) target_slices: vec4<f32>, | ||
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// The number of times the side or center texture slices should be repeated when mapping them to the border slices | ||
// x = number of times to repeat along the horizontal axis for the side textures | ||
// y = number of times to repeat along the vertical axis for the side textures | ||
// z = number of times to repeat along the horizontal axis for the center texture | ||
// w = number of times to repeat along the vertical axis for the center texture | ||
@location(4) @interpolate(flat) repeat: vec4<f32>, | ||
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// normalized texture atlas rect coordinates | ||
// x, y = top, left corner of the atlas rect | ||
// z, w = bottom, right corner of the atlas rect | ||
@location(5) @interpolate(flat) atlas_rect: vec4<f32>, | ||
@builtin(position) position: vec4<f32>, | ||
} | ||
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@vertex | ||
fn vertex( | ||
@location(0) vertex_position: vec3<f32>, | ||
@location(1) vertex_uv: vec2<f32>, | ||
@location(2) vertex_color: vec4<f32>, | ||
@location(3) texture_slices: vec4<f32>, | ||
@location(4) target_slices: vec4<f32>, | ||
@location(5) repeat: vec4<f32>, | ||
@location(6) atlas_rect: vec4<f32>, | ||
) -> UiVertexOutput { | ||
var out: UiVertexOutput; | ||
out.uv = vertex_uv; | ||
out.color = vertex_color; | ||
out.position = view.clip_from_world * vec4<f32>(vertex_position, 1.0); | ||
out.texture_slices = texture_slices; | ||
out.target_slices = target_slices; | ||
out.repeat = repeat; | ||
out.atlas_rect = atlas_rect; | ||
return out; | ||
} | ||
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/// maps a point along the axis of the render target to slice coordinates | ||
fn map_axis_with_repeat( | ||
// normalized distance along the axis | ||
p: f32, | ||
// target min dividing point | ||
il: f32, | ||
// target max dividing point | ||
ih: f32, | ||
// slice min dividing point | ||
tl: f32, | ||
// slice max dividing point | ||
th: f32, | ||
// number of times to repeat the slice for sides and the center | ||
r: f32, | ||
) -> f32 { | ||
if p < il { | ||
// inside one of the two left (horizontal axis) or top (vertical axis) corners | ||
return (p / il) * tl; | ||
} else if ih < p { | ||
// inside one of the two (horizontal axis) or top (vertical axis) corners | ||
return th + ((p - ih) / (1 - ih)) * (1 - th); | ||
} else { | ||
// not inside a corner, repeat the texture | ||
return tl + fract((r * (p - il)) / (ih - il)) * (th - tl); | ||
} | ||
} | ||
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fn map_uvs_to_slice( | ||
uv: vec2<f32>, | ||
target_slices: vec4<f32>, | ||
texture_slices: vec4<f32>, | ||
repeat: vec4<f32>, | ||
) -> vec2<f32> { | ||
var r: vec2<f32>; | ||
if target_slices.x <= uv.x && uv.x <= target_slices.z && target_slices.y <= uv.y && uv.y <= target_slices.w { | ||
// use the center repeat values if the uv coords are inside the center slice of the target | ||
r = repeat.zw; | ||
} else { | ||
// use the side repeat values if the uv coords are outside the center slice | ||
r = repeat.xy; | ||
} | ||
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// map horizontal axis | ||
let x = map_axis_with_repeat(uv.x, target_slices.x, target_slices.z, texture_slices.x, texture_slices.z, r.x); | ||
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// map vertical axis | ||
let y = map_axis_with_repeat(uv.y, target_slices.y, target_slices.w, texture_slices.y, texture_slices.w, r.y); | ||
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return vec2(x, y); | ||
} | ||
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@fragment | ||
fn fragment(in: UiVertexOutput) -> @location(0) vec4<f32> { | ||
// map the target uvs to slice coords | ||
let uv = map_uvs_to_slice(in.uv, in.target_slices, in.texture_slices, in.repeat); | ||
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// map the slice coords to texture coords | ||
let atlas_uv = in.atlas_rect.xy + uv * (in.atlas_rect.zw - in.atlas_rect.xy); | ||
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return in.color * textureSample(sprite_texture, sprite_sampler, atlas_uv); | ||
} |
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