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# Objective - Use the `Material` abstraction for the Wireframes - Right now this doesn't have many benefits other than simplifying some of the rendering code - We can reuse the default vertex shader and avoid rendering inconsistencies - The goal is to have a material with a color on each mesh so this approach will make it easier to implement - Originally done in #5303 but I decided to split the Material part to it's own PR and then adding per-entity colors and globally configurable colors will be a much simpler diff. ## Solution - Use the new `Material` abstraction for the Wireframes ## Notes It's possible this isn't ideal since this adds a `Handle<WireframeMaterial>` to all the meshes compared to the original approach that didn't need anything. I didn't notice any performance impact on my machine. This might be a surprising usage of `Material` at first, because intuitively you only have one material per mesh, but the way it's implemented you can have as many different types of materials as you want on a mesh. ## Migration Guide `WireframePipeline` was removed. If you were using it directly, please create an issue explaining your use case. --------- Co-authored-by: Alice Cecile <[email protected]>
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#import bevy_pbr::mesh_bindings mesh | ||
#import bevy_pbr::mesh_functions get_model_matrix, mesh_position_local_to_clip | ||
#import bevy_pbr::morph | ||
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#ifdef SKINNED | ||
#import bevy_pbr::skinning | ||
#endif | ||
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struct Vertex { | ||
@builtin(instance_index) instance_index: u32, | ||
@location(0) position: vec3<f32>, | ||
#ifdef SKINNED | ||
@location(5) joint_indexes: vec4<u32>, | ||
@location(6) joint_weights: vec4<f32>, | ||
#endif | ||
#ifdef MORPH_TARGETS | ||
@builtin(vertex_index) index: u32, | ||
#endif | ||
}; | ||
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struct VertexOutput { | ||
@builtin(position) clip_position: vec4<f32>, | ||
}; | ||
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#ifdef MORPH_TARGETS | ||
fn morph_vertex(vertex_in: Vertex) -> Vertex { | ||
var vertex = vertex_in; | ||
let weight_count = bevy_pbr::morph::layer_count(); | ||
for (var i: u32 = 0u; i < weight_count; i ++) { | ||
let weight = bevy_pbr::morph::weight_at(i); | ||
if weight == 0.0 { | ||
continue; | ||
} | ||
vertex.position += weight * bevy_pbr::morph::morph(vertex.index, bevy_pbr::morph::position_offset, i); | ||
} | ||
return vertex; | ||
} | ||
#endif | ||
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@vertex | ||
fn vertex(vertex_no_morph: Vertex) -> VertexOutput { | ||
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#ifdef MORPH_TARGETS | ||
var vertex = morph_vertex(vertex_no_morph); | ||
#else | ||
var vertex = vertex_no_morph; | ||
#endif | ||
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#ifdef SKINNED | ||
let model = bevy_pbr::skinning::skin_model(vertex.joint_indexes, vertex.joint_weights); | ||
#else | ||
// Use vertex_no_morph.instance_index instead of vertex.instance_index to work around a wgpu dx12 bug. | ||
// See https://github.com/gfx-rs/naga/issues/2416 . | ||
let model = get_model_matrix(vertex_no_morph.instance_index); | ||
#endif | ||
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var out: VertexOutput; | ||
out.clip_position = mesh_position_local_to_clip(model, vec4<f32>(vertex.position, 1.0)); | ||
return out; | ||
} | ||
#import bevy_pbr::mesh_vertex_output MeshVertexOutput | ||
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@fragment | ||
fn fragment() -> @location(0) vec4<f32> { | ||
fn fragment(in: MeshVertexOutput) -> @location(0) vec4<f32> { | ||
return vec4<f32>(1.0, 1.0, 1.0, 1.0); | ||
} | ||
} |
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