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Camera-driven UI (bevyengine#10559)
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# Objective

Add support for presenting each UI tree on a specific window and
viewport, while making as few breaking changes as possible.

This PR is meant to resolve the following issues at once, since they're
all related.

- Fixes bevyengine#5622 
- Fixes bevyengine#5570 
- Fixes bevyengine#5621 

Adopted bevyengine#5892 , but started over since the current codebase diverged
significantly from the original PR branch. Also, I made a decision to
propagate component to children instead of recursively iterating over
nodes in search for the root.


## Solution

Add a new optional component that can be inserted to UI root nodes and
propagate to children to specify which camera it should render onto.
This is then used to get the render target and the viewport for that UI
tree. Since this component is optional, the default behavior should be
to render onto the single camera (if only one exist) and warn of
ambiguity if multiple cameras exist. This reduces the complexity for
users with just one camera, while giving control in contexts where it
matters.

## Changelog

- Adds `TargetCamera(Entity)` component to specify which camera should a
node tree be rendered into. If only one camera exists, this component is
optional.
- Adds an example of rendering UI to a texture and using it as a
material in a 3D world.
- Fixes recalculation of physical viewport size when target scale factor
changes. This can happen when the window is moved between displays with
different DPI.
- Changes examples to demonstrate assigning UI to different viewports
and windows and make interactions in an offset viewport testable.
- Removes `UiCameraConfig`. UI visibility now can be controlled via
combination of explicit `TargetCamera` and `Visibility` on the root
nodes.

---------

Co-authored-by: davier <[email protected]>
Co-authored-by: Alice Cecile <[email protected]>
Co-authored-by: Alice Cecile <[email protected]>
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4 people authored Jan 16, 2024
1 parent ee9a150 commit eb9db21
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11 changes: 11 additions & 0 deletions Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -2249,6 +2249,17 @@ description = "Showcases the RelativeCursorPosition component"
category = "UI (User Interface)"
wasm = true

[[example]]
name = "render_ui_to_texture"
path = "examples/ui/render_ui_to_texture.rs"
doc-scrape-examples = true

[package.metadata.example.render_ui_to_texture]
name = "Render UI to Texture"
description = "An example of rendering UI as a part of a 3D world"
category = "UI (User Interface)"
wasm = true

[[example]]
name = "size_constraints"
path = "examples/ui/size_constraints.rs"
Expand Down
49 changes: 43 additions & 6 deletions crates/bevy_render/src/camera/camera.rs
Original file line number Diff line number Diff line change
Expand Up @@ -28,6 +28,7 @@ use bevy_transform::components::GlobalTransform;
use bevy_utils::{HashMap, HashSet};
use bevy_window::{
NormalizedWindowRef, PrimaryWindow, Window, WindowCreated, WindowRef, WindowResized,
WindowScaleFactorChanged,
};
use std::{borrow::Cow, ops::Range};
use wgpu::{BlendState, LoadOp, TextureFormat};
Expand Down Expand Up @@ -79,7 +80,7 @@ pub struct RenderTargetInfo {
pub struct ComputedCameraValues {
projection_matrix: Mat4,
target_info: Option<RenderTargetInfo>,
// position and size of the `Viewport`
// size of the `Viewport`
old_viewport_size: Option<UVec2>,
}

Expand Down Expand Up @@ -229,6 +230,11 @@ impl Camera {
self.computed.target_info.as_ref().map(|t| t.physical_size)
}

#[inline]
pub fn target_scaling_factor(&self) -> Option<f32> {
self.computed.target_info.as_ref().map(|t| t.scale_factor)
}

/// The projection matrix computed using this camera's [`CameraProjection`].
#[inline]
pub fn projection_matrix(&self) -> Mat4 {
Expand Down Expand Up @@ -575,9 +581,9 @@ impl NormalizedRenderTarget {

/// System in charge of updating a [`Camera`] when its window or projection changes.
///
/// The system detects window creation and resize events to update the camera projection if
/// needed. It also queries any [`CameraProjection`] component associated with the same entity
/// as the [`Camera`] one, to automatically update the camera projection matrix.
/// The system detects window creation, resize, and scale factor change events to update the camera
/// projection if needed. It also queries any [`CameraProjection`] component associated with the same
/// entity as the [`Camera`] one, to automatically update the camera projection matrix.
///
/// The system function is generic over the camera projection type, and only instances of
/// [`OrthographicProjection`] and [`PerspectiveProjection`] are automatically added to
Expand All @@ -595,6 +601,7 @@ impl NormalizedRenderTarget {
pub fn camera_system<T: CameraProjection + Component>(
mut window_resized_events: EventReader<WindowResized>,
mut window_created_events: EventReader<WindowCreated>,
mut window_scale_factor_changed_events: EventReader<WindowScaleFactorChanged>,
mut image_asset_events: EventReader<AssetEvent<Image>>,
primary_window: Query<Entity, With<PrimaryWindow>>,
windows: Query<(Entity, &Window)>,
Expand All @@ -607,6 +614,11 @@ pub fn camera_system<T: CameraProjection + Component>(
let mut changed_window_ids = HashSet::new();
changed_window_ids.extend(window_created_events.read().map(|event| event.window));
changed_window_ids.extend(window_resized_events.read().map(|event| event.window));
let scale_factor_changed_window_ids: HashSet<_> = window_scale_factor_changed_events
.read()
.map(|event| event.window)
.collect();
changed_window_ids.extend(scale_factor_changed_window_ids.clone());

let changed_image_handles: HashSet<&AssetId<Image>> = image_asset_events
.read()
Expand All @@ -617,7 +629,7 @@ pub fn camera_system<T: CameraProjection + Component>(
.collect();

for (mut camera, mut camera_projection) in &mut cameras {
let viewport_size = camera
let mut viewport_size = camera
.viewport
.as_ref()
.map(|viewport| viewport.physical_size);
Expand All @@ -628,11 +640,36 @@ pub fn camera_system<T: CameraProjection + Component>(
|| camera_projection.is_changed()
|| camera.computed.old_viewport_size != viewport_size
{
camera.computed.target_info = normalized_target.get_render_target_info(
let new_computed_target_info = normalized_target.get_render_target_info(
&windows,
&images,
&manual_texture_views,
);
// Check for the scale factor changing, and resize the viewport if needed.
// This can happen when the window is moved between monitors with different DPIs.
// Without this, the viewport will take a smaller portion of the window moved to
// a higher DPI monitor.
if normalized_target.is_changed(&scale_factor_changed_window_ids, &HashSet::new()) {
if let (Some(new_scale_factor), Some(old_scale_factor)) = (
new_computed_target_info
.as_ref()
.map(|info| info.scale_factor),
camera
.computed
.target_info
.as_ref()
.map(|info| info.scale_factor),
) {
let resize_factor = new_scale_factor / old_scale_factor;
if let Some(ref mut viewport) = camera.viewport {
let resize = |vec: UVec2| (vec.as_vec2() * resize_factor).as_uvec2();
viewport.physical_position = resize(viewport.physical_position);
viewport.physical_size = resize(viewport.physical_size);
viewport_size = Some(viewport.physical_size);
}
}
}
camera.computed.target_info = new_computed_target_info;
if let Some(size) = camera.logical_viewport_size() {
camera_projection.update(size.x, size.y);
camera.computed.projection_matrix = camera_projection.get_projection_matrix();
Expand Down
30 changes: 0 additions & 30 deletions crates/bevy_ui/src/camera_config.rs

This file was deleted.

138 changes: 74 additions & 64 deletions crates/bevy_ui/src/focus.rs
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
use crate::{camera_config::UiCameraConfig, CalculatedClip, Node, UiScale, UiStack};
use crate::{CalculatedClip, DefaultUiCamera, Node, TargetCamera, UiScale, UiStack};
use bevy_ecs::{
change_detection::DetectChangesMut,
entity::Entity,
Expand All @@ -13,7 +13,7 @@ use bevy_reflect::{std_traits::ReflectDefault, Reflect};
use bevy_render::{camera::NormalizedRenderTarget, prelude::Camera, view::ViewVisibility};
use bevy_transform::components::GlobalTransform;

use bevy_utils::smallvec::SmallVec;
use bevy_utils::{smallvec::SmallVec, HashMap};
use bevy_window::{PrimaryWindow, Window};

#[cfg(feature = "serialize")]
Expand Down Expand Up @@ -133,6 +133,7 @@ pub struct NodeQuery {
focus_policy: Option<&'static FocusPolicy>,
calculated_clip: Option<&'static CalculatedClip>,
view_visibility: Option<&'static ViewVisibility>,
target_camera: Option<&'static TargetCamera>,
}

/// The system that sets Interaction for all UI elements based on the mouse cursor activity
Expand All @@ -141,14 +142,15 @@ pub struct NodeQuery {
#[allow(clippy::too_many_arguments)]
pub fn ui_focus_system(
mut state: Local<State>,
camera: Query<(&Camera, Option<&UiCameraConfig>)>,
camera_query: Query<(Entity, &Camera)>,
default_ui_camera: DefaultUiCamera,
primary_window: Query<Entity, With<PrimaryWindow>>,
windows: Query<&Window>,
mouse_button_input: Res<ButtonInput<MouseButton>>,
touches_input: Res<Touches>,
ui_scale: Res<UiScale>,
ui_stack: Res<UiStack>,
mut node_query: Query<NodeQuery>,
primary_window: Query<Entity, With<PrimaryWindow>>,
) {
let primary_window = primary_window.iter().next();

Expand All @@ -174,31 +176,31 @@ pub fn ui_focus_system(
let mouse_clicked =
mouse_button_input.just_pressed(MouseButton::Left) || touches_input.any_just_pressed();

let is_ui_disabled =
|camera_ui| matches!(camera_ui, Some(&UiCameraConfig { show_ui: false, .. }));

let cursor_position = camera
let camera_cursor_positions: HashMap<Entity, Vec2> = camera_query
.iter()
.filter(|(_, camera_ui)| !is_ui_disabled(*camera_ui))
.filter_map(|(camera, _)| {
if let Some(NormalizedRenderTarget::Window(window_ref)) =
.filter_map(|(entity, camera)| {
// Interactions are only supported for cameras rendering to a window.
let Some(NormalizedRenderTarget::Window(window_ref)) =
camera.target.normalize(primary_window)
{
Some(window_ref)
} else {
None
}
})
.find_map(|window_ref| {
else {
return None;
};

let viewport_position = camera
.logical_viewport_rect()
.map(|rect| rect.min)
.unwrap_or_default();
windows
.get(window_ref.entity())
.ok()
.and_then(|window| window.cursor_position())
.or_else(|| touches_input.first_pressed_position())
.map(|cursor_position| (entity, cursor_position - viewport_position))
})
.or_else(|| touches_input.first_pressed_position())
// The cursor position returned by `Window` only takes into account the window scale factor and not `UiScale`.
// To convert the cursor position to logical UI viewport coordinates we have to divide it by `UiScale`.
.map(|cursor_position| cursor_position / ui_scale.0);
.map(|(entity, cursor_position)| (entity, cursor_position / ui_scale.0))
.collect();

// prepare an iterator that contains all the nodes that have the cursor in their rect,
// from the top node to the bottom one. this will also reset the interaction to `None`
Expand All @@ -209,61 +211,69 @@ pub fn ui_focus_system(
// reverse the iterator to traverse the tree from closest nodes to furthest
.rev()
.filter_map(|entity| {
if let Ok(node) = node_query.get_mut(*entity) {
// Nodes that are not rendered should not be interactable
if let Some(view_visibility) = node.view_visibility {
if !view_visibility.get() {
// Reset their interaction to None to avoid strange stuck state
if let Some(mut interaction) = node.interaction {
// We cannot simply set the interaction to None, as that will trigger change detection repeatedly
interaction.set_if_neq(Interaction::None);
}
let Ok(node) = node_query.get_mut(*entity) else {
return None;
};

return None;
}
let Some(view_visibility) = node.view_visibility else {
return None;
};
// Nodes that are not rendered should not be interactable
if !view_visibility.get() {
// Reset their interaction to None to avoid strange stuck state
if let Some(mut interaction) = node.interaction {
// We cannot simply set the interaction to None, as that will trigger change detection repeatedly
interaction.set_if_neq(Interaction::None);
}
return None;
}
let Some(camera_entity) = node
.target_camera
.map(TargetCamera::entity)
.or(default_ui_camera.get())
else {
return None;
};

let node_rect = node.node.logical_rect(node.global_transform);
let node_rect = node.node.logical_rect(node.global_transform);

// Intersect with the calculated clip rect to find the bounds of the visible region of the node
let visible_rect = node
.calculated_clip
.map(|clip| node_rect.intersect(clip.clip))
.unwrap_or(node_rect);
// Intersect with the calculated clip rect to find the bounds of the visible region of the node
let visible_rect = node
.calculated_clip
.map(|clip| node_rect.intersect(clip.clip))
.unwrap_or(node_rect);

// The mouse position relative to the node
// (0., 0.) is the top-left corner, (1., 1.) is the bottom-right corner
// Coordinates are relative to the entire node, not just the visible region.
let relative_cursor_position = cursor_position
.map(|cursor_position| (cursor_position - node_rect.min) / node_rect.size());
// The mouse position relative to the node
// (0., 0.) is the top-left corner, (1., 1.) is the bottom-right corner
// Coordinates are relative to the entire node, not just the visible region.
let relative_cursor_position = camera_cursor_positions
.get(&camera_entity)
.map(|cursor_position| (*cursor_position - node_rect.min) / node_rect.size());

// If the current cursor position is within the bounds of the node's visible area, consider it for
// clicking
let relative_cursor_position_component = RelativeCursorPosition {
normalized_visible_node_rect: visible_rect.normalize(node_rect),
normalized: relative_cursor_position,
};
// If the current cursor position is within the bounds of the node's visible area, consider it for
// clicking
let relative_cursor_position_component = RelativeCursorPosition {
normalized_visible_node_rect: visible_rect.normalize(node_rect),
normalized: relative_cursor_position,
};

let contains_cursor = relative_cursor_position_component.mouse_over();
let contains_cursor = relative_cursor_position_component.mouse_over();

// Save the relative cursor position to the correct component
if let Some(mut node_relative_cursor_position_component) =
node.relative_cursor_position
{
*node_relative_cursor_position_component = relative_cursor_position_component;
}
// Save the relative cursor position to the correct component
if let Some(mut node_relative_cursor_position_component) = node.relative_cursor_position
{
*node_relative_cursor_position_component = relative_cursor_position_component;
}

if contains_cursor {
Some(*entity)
} else {
if let Some(mut interaction) = node.interaction {
if *interaction == Interaction::Hovered || (cursor_position.is_none()) {
interaction.set_if_neq(Interaction::None);
}
if contains_cursor {
Some(*entity)
} else {
if let Some(mut interaction) = node.interaction {
if *interaction == Interaction::Hovered || (relative_cursor_position.is_none())
{
interaction.set_if_neq(Interaction::None);
}
None
}
} else {
None
}
})
Expand Down
4 changes: 2 additions & 2 deletions crates/bevy_ui/src/layout/debug.rs
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@ pub fn print_ui_layout_tree(ui_surface: &UiSurface) {
.iter()
.map(|(entity, node)| (*node, *entity))
.collect();
for (&entity, roots) in &ui_surface.window_roots {
for (&entity, roots) in &ui_surface.camera_roots {
let mut out = String::new();
for root in roots {
print_node(
Expand All @@ -25,7 +25,7 @@ pub fn print_ui_layout_tree(ui_surface: &UiSurface) {
&mut out,
);
}
bevy_log::info!("Layout tree for window entity: {entity:?}\n{out}");
bevy_log::info!("Layout tree for camera entity: {entity:?}\n{out}");
}
}

Expand Down
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