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Bevy Material lines 0.8
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// Make sure to add this file to assets/line.wgsl | |
struct LineMaterial { | |
color: vec4<f32>; | |
}; | |
[[group(1), binding(0)]] | |
var<uniform> material: LineMaterial; | |
[[stage(fragment)]] | |
fn fragment() -> [[location(0)]] vec4<f32> { | |
return material.color; | |
} |
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use bevy::{ | |
pbr::{MaterialPipeline, MaterialPipelineKey}, | |
prelude::*, | |
reflect::TypeUuid, | |
render::{ | |
mesh::{MeshVertexBufferLayout, PrimitiveTopology}, | |
render_resource::{ | |
AsBindGroup, PolygonMode, RenderPipelineDescriptor, ShaderRef, | |
SpecializedMeshPipelineError, | |
}, | |
}, | |
}; | |
fn main() { | |
App::new() | |
.add_plugins(DefaultPlugins) | |
.add_plugin(MaterialPlugin::<LineMaterial>::default()) | |
.add_startup_system(setup) | |
.run(); | |
} | |
fn setup( | |
mut commands: Commands, | |
mut meshes: ResMut<Assets<Mesh>>, | |
mut materials: ResMut<Assets<LineMaterial>>, | |
) { | |
// Spawn a list of lines with start and end points for each lines | |
commands.spawn().insert_bundle(MaterialMeshBundle { | |
mesh: meshes.add(Mesh::from(LineList { | |
lines: vec![ | |
(Vec3::ZERO, Vec3::new(1.0, 1.0, 0.0)), | |
(Vec3::new(1.0, 1.0, 0.0), Vec3::new(1.0, 0.0, 0.0)), | |
], | |
})), | |
material: materials.add(LineMaterial { | |
color: Color::GREEN, | |
}), | |
..default() | |
}); | |
// Spawn a line strip that goes from point to point | |
commands.spawn().insert_bundle(MaterialMeshBundle { | |
mesh: meshes.add(Mesh::from(LineStrip { | |
points: vec![ | |
Vec3::ZERO, | |
Vec3::new(1.0, 1.0, 0.0), | |
Vec3::new(1.0, 0.0, 0.0), | |
], | |
})), | |
transform: Transform::from_xyz(1.0, 0.0, 0.0), | |
material: materials.add(LineMaterial { color: Color::BLUE }), | |
..default() | |
}); | |
// camera | |
commands.spawn_bundle(Camera3dBundle { | |
transform: Transform::from_xyz(0.0, 0.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y), | |
..default() | |
}); | |
} | |
#[derive(Default, AsBindGroup, TypeUuid, Debug, Clone)] | |
#[uuid = "050ce6ac-080a-4d8c-b6b5-b5bab7560d8f"] | |
struct LineMaterial { | |
#[uniform(0)] | |
color: Color, | |
} | |
impl Material for LineMaterial { | |
fn fragment_shader() -> ShaderRef { | |
"line.wgsl".into() | |
} | |
fn specialize( | |
_pipeline: &MaterialPipeline<Self>, | |
descriptor: &mut RenderPipelineDescriptor, | |
_layout: &MeshVertexBufferLayout, | |
_key: MaterialPipelineKey<Self>, | |
) -> Result<(), SpecializedMeshPipelineError> { | |
// This is the important part to tell bevy to render this material as a line between vertices | |
descriptor.primitive.polygon_mode = PolygonMode::Line; | |
Ok(()) | |
} | |
} | |
/// A list of lines with a start and end position | |
#[derive(Debug, Clone)] | |
pub struct LineList { | |
pub lines: Vec<(Vec3, Vec3)>, | |
} | |
impl From<LineList> for Mesh { | |
fn from(line: LineList) -> Self { | |
let mut vertices = vec![]; | |
let mut normals = vec![]; | |
for (start, end) in line.lines { | |
vertices.push(start.to_array()); | |
vertices.push(end.to_array()); | |
normals.push(Vec3::ZERO.to_array()); | |
normals.push(Vec3::ZERO.to_array()); | |
} | |
// This tells wgpu that the positions are list of lines | |
// where every pair is a start and end point | |
let mut mesh = Mesh::new(PrimitiveTopology::LineList); | |
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertices); | |
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals); | |
mesh | |
} | |
} | |
/// A list of lines with a start and end position | |
#[derive(Debug, Clone)] | |
pub struct LineStrip { | |
pub points: Vec<Vec3>, | |
} | |
impl From<LineStrip> for Mesh { | |
fn from(line: LineStrip) -> Self { | |
let mut vertices = vec![]; | |
let mut normals = vec![]; | |
for pos in line.points { | |
vertices.push(pos.to_array()); | |
normals.push(Vec3::ZERO.to_array()); | |
} | |
// This tells wgpu that the positions are list of lines | |
// where a line will be drawn between each consecutive point | |
let mut mesh = Mesh::new(PrimitiveTopology::LineStrip); | |
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertices); | |
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals); | |
mesh | |
} | |
} |
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