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#import bevy_sprite::mesh2d_vertex_output::VertexOutput | ||
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struct WireframeMaterial { | ||
color: vec4<f32>, | ||
}; | ||
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@group(1) @binding(0) | ||
var<uniform> material: WireframeMaterial; | ||
@fragment | ||
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> { | ||
return material.color; | ||
} |
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use bevy_app::{Plugin, Startup, Update}; | ||
use bevy_asset::{load_internal_asset, Asset, Assets, Handle}; | ||
use bevy_ecs::prelude::*; | ||
use bevy_reflect::{std_traits::ReflectDefault, Reflect, TypePath, TypeUuid}; | ||
use bevy_render::{ | ||
color::Color, extract_resource::ExtractResource, mesh::MeshVertexBufferLayout, prelude::*, | ||
render_resource::*, | ||
}; | ||
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use crate::{Material2d, Material2dKey, Material2dPlugin, Mesh2dHandle}; | ||
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pub const WIREFRAME_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(192598014480025766); | ||
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/// A [`Plugin`] that draws 2D meshes as wireframes. | ||
/// | ||
/// Wireframes currently do not work when using webgl or webgpu. | ||
/// Supported rendering backends: | ||
/// - DX12 | ||
/// - Vulkan | ||
/// - Metal | ||
/// | ||
/// This is a native only feature. | ||
#[derive(Debug, Default)] | ||
pub struct Wireframe2dPlugin; | ||
impl Plugin for Wireframe2dPlugin { | ||
fn build(&self, app: &mut bevy_app::App) { | ||
load_internal_asset!( | ||
app, | ||
WIREFRAME_SHADER_HANDLE, | ||
"mesh2d/wireframe.wgsl", | ||
Shader::from_wgsl | ||
); | ||
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app.register_type::<Wireframe2d>() | ||
.register_type::<NoWireframe2d>() | ||
.register_type::<Wireframe2dConfig>() | ||
.init_resource::<Wireframe2dConfig>() | ||
.add_plugins(Material2dPlugin::<Wireframe2dMaterial>::default()) | ||
.add_systems(Startup, setup_global_wireframe_material) | ||
.add_systems( | ||
Update, | ||
( | ||
global_color_changed.run_if(resource_changed::<Wireframe2dConfig>()), | ||
wireframe_color_changed, | ||
apply_wireframe_material, | ||
apply_global_wireframe_material.run_if(resource_changed::<Wireframe2dConfig>()), | ||
), | ||
); | ||
} | ||
} | ||
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/// Enables wireframe rendering for any entity it is attached to. | ||
/// It will ignore the [`Wireframe2dConfig`] global setting. | ||
/// | ||
/// This requires the [`Wireframe2dPlugin`] to be enabled. | ||
#[derive(Component, Debug, Clone, Default, Reflect, Eq, PartialEq)] | ||
#[reflect(Component, Default)] | ||
pub struct Wireframe2d; | ||
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/// Sets the color of the [`Wireframe2d`] of the entity it is attached to. | ||
/// If this component is present but there's no [`Wireframe2d`] component, | ||
/// it will still affect the color of the wireframe when [`Wireframe2dConfig::global`] is set to true. | ||
/// | ||
/// This overrides the [`Wireframe2dConfig::default_color`]. | ||
#[derive(Component, Debug, Clone, Default, Reflect)] | ||
#[reflect(Component, Default)] | ||
pub struct Wireframe2dColor { | ||
pub color: Color, | ||
} | ||
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/// Disables wireframe rendering for any entity it is attached to. | ||
/// It will ignore the [`Wireframe2dConfig`] global setting. | ||
/// | ||
/// This requires the [`Wireframe2dPlugin`] to be enabled. | ||
#[derive(Component, Debug, Clone, Default, Reflect, Eq, PartialEq)] | ||
#[reflect(Component, Default)] | ||
pub struct NoWireframe2d; | ||
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#[derive(Resource, Debug, Clone, Default, ExtractResource, Reflect)] | ||
#[reflect(Resource)] | ||
pub struct Wireframe2dConfig { | ||
/// Whether to show wireframes for all meshes. | ||
/// Can be overridden for individual meshes by adding a [`Wireframe2d`] or [`NoWireframe2d`] component. | ||
pub global: bool, | ||
/// If [`Self::global`] is set, any [`Entity`] that does not have a [`Wireframe2d`] component attached to it will have | ||
/// wireframes using this color. Otherwise, this will be the fallback color for any entity that has a [`Wireframe2d`], | ||
/// but no [`Wireframe2dColor`]. | ||
pub default_color: Color, | ||
} | ||
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#[derive(Resource)] | ||
struct GlobalWireframeMaterial { | ||
// This handle will be reused when the global config is enabled | ||
handle: Handle<Wireframe2dMaterial>, | ||
} | ||
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fn setup_global_wireframe_material( | ||
mut commands: Commands, | ||
mut materials: ResMut<Assets<Wireframe2dMaterial>>, | ||
config: Res<Wireframe2dConfig>, | ||
) { | ||
// Create the handle used for the global material | ||
commands.insert_resource(GlobalWireframeMaterial { | ||
handle: materials.add(Wireframe2dMaterial { | ||
color: config.default_color, | ||
}), | ||
}); | ||
} | ||
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/// Updates the wireframe material of all entities without a [`Wireframe2dColor`] or without a [`Wireframe2d`] component | ||
fn global_color_changed( | ||
config: Res<Wireframe2dConfig>, | ||
mut materials: ResMut<Assets<Wireframe2dMaterial>>, | ||
global_material: Res<GlobalWireframeMaterial>, | ||
) { | ||
if let Some(global_material) = materials.get_mut(&global_material.handle) { | ||
global_material.color = config.default_color; | ||
} | ||
} | ||
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/// Updates the wireframe material when the color in [`Wireframe2dColor`] changes | ||
#[allow(clippy::type_complexity)] | ||
fn wireframe_color_changed( | ||
mut materials: ResMut<Assets<Wireframe2dMaterial>>, | ||
mut colors_changed: Query< | ||
(&mut Handle<Wireframe2dMaterial>, &Wireframe2dColor), | ||
(With<Wireframe2d>, Changed<Wireframe2dColor>), | ||
>, | ||
) { | ||
for (mut handle, wireframe_color) in &mut colors_changed { | ||
*handle = materials.add(Wireframe2dMaterial { | ||
color: wireframe_color.color, | ||
}); | ||
} | ||
} | ||
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/// Applies or remove the wireframe material to any mesh with a [`Wireframe2d`] component. | ||
fn apply_wireframe_material( | ||
mut commands: Commands, | ||
mut materials: ResMut<Assets<Wireframe2dMaterial>>, | ||
wireframes: Query< | ||
(Entity, Option<&Wireframe2dColor>), | ||
(With<Wireframe2d>, Without<Handle<Wireframe2dMaterial>>), | ||
>, | ||
mut removed_wireframes: RemovedComponents<Wireframe2d>, | ||
global_material: Res<GlobalWireframeMaterial>, | ||
) { | ||
for e in removed_wireframes.read() { | ||
if let Some(mut commands) = commands.get_entity(e) { | ||
commands.remove::<Handle<Wireframe2dMaterial>>(); | ||
} | ||
} | ||
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let mut wireframes_to_spawn = vec![]; | ||
for (e, wireframe_color) in &wireframes { | ||
let material = if let Some(wireframe_color) = wireframe_color { | ||
materials.add(Wireframe2dMaterial { | ||
color: wireframe_color.color, | ||
}) | ||
} else { | ||
// If there's no color specified we can use the global material since it's already set to use the default_color | ||
global_material.handle.clone() | ||
}; | ||
wireframes_to_spawn.push((e, material)); | ||
} | ||
commands.insert_or_spawn_batch(wireframes_to_spawn); | ||
} | ||
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type WireframeFilter = ( | ||
With<Mesh2dHandle>, | ||
Without<Wireframe2d>, | ||
Without<NoWireframe2d>, | ||
); | ||
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/// Applies or removes a wireframe material on any mesh without a [`Wireframe2d`] component. | ||
fn apply_global_wireframe_material( | ||
mut commands: Commands, | ||
config: Res<Wireframe2dConfig>, | ||
meshes_without_material: Query<Entity, (WireframeFilter, Without<Handle<Wireframe2dMaterial>>)>, | ||
meshes_with_global_material: Query< | ||
Entity, | ||
(WireframeFilter, With<Handle<Wireframe2dMaterial>>), | ||
>, | ||
global_material: Res<GlobalWireframeMaterial>, | ||
) { | ||
if config.global { | ||
let mut material_to_spawn = vec![]; | ||
for e in &meshes_without_material { | ||
// We only add the material handle but not the Wireframe component | ||
// This makes it easy to detect which mesh is using the global material and which ones are user specified | ||
material_to_spawn.push((e, global_material.handle.clone())); | ||
} | ||
commands.insert_or_spawn_batch(material_to_spawn); | ||
} else { | ||
for e in &meshes_with_global_material { | ||
commands.entity(e).remove::<Handle<Wireframe2dMaterial>>(); | ||
} | ||
} | ||
} | ||
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#[derive(Default, AsBindGroup, TypeUuid, TypePath, Debug, Clone, Asset)] | ||
#[uuid = "9e694f70-9963-4418-8bc1-3474c66b13b8"] | ||
pub struct Wireframe2dMaterial { | ||
#[uniform(0)] | ||
pub color: Color, | ||
} | ||
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impl Material2d for Wireframe2dMaterial { | ||
fn fragment_shader() -> ShaderRef { | ||
WIREFRAME_SHADER_HANDLE.into() | ||
} | ||
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fn specialize( | ||
descriptor: &mut RenderPipelineDescriptor, | ||
_layout: &MeshVertexBufferLayout, | ||
_key: Material2dKey<Self>, | ||
) -> Result<(), SpecializedMeshPipelineError> { | ||
descriptor.primitive.polygon_mode = PolygonMode::Line; | ||
Ok(()) | ||
} | ||
} |
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