bevy/crates/bevy_gizmos/src/lines.wgsl

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Immediate Mode Line/Gizmo Drawing (#6529) # Objective Add a convenient immediate mode drawing API for visual debugging. Fixes #5619 Alternative to #1625 Partial alternative to #5734 Based off https://github.com/Toqozz/bevy_debug_lines with some changes: * Simultaneous support for 2D and 3D. * Methods for basic shapes; circles, spheres, rectangles, boxes, etc. * 2D methods. * Removed durations. Seemed niche, and can be handled by users. <details> <summary>Performance</summary> Stress tested using Bevy's recommended optimization settings for the dev profile with the following command. ```bash cargo run --example many_debug_lines \ --config "profile.dev.package.\"*\".opt-level=3" \ --config "profile.dev.opt-level=1" ``` I dipped to 65-70 FPS at 300,000 lines CPU: 3700x RAM Speed: 3200 Mhz GPU: 2070 super - probably not very relevant, mostly cpu/memory bound </details> <details> <summary>Fancy bloom screenshot</summary> ![Screenshot_20230207_155033](https://user-images.githubusercontent.com/29694403/217291980-f1e0500e-7a14-4131-8c96-eaaaf52596ae.png) </details> ## Changelog * Added `GizmoPlugin` * Added `Gizmos` system parameter for drawing lines and wireshapes. ### TODO - [ ] Update changelog - [x] Update performance numbers - [x] Add credit to PR description ### Future work - Cache rendering primitives instead of constructing them out of line segments each frame. - Support for drawing solid meshes - Interactions. (See [bevy_mod_gizmos](https://github.com/LiamGallagher737/bevy_mod_gizmos)) - Fancier line drawing. (See [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline)) - Support for `RenderLayers` - Display gizmos for a certain duration. Currently everything displays for one frame (ie. immediate mode) - Changing settings per drawn item like drawing on top or drawing to different `RenderLayers` Co-Authored By: @lassade <felipe.jorge.pereira@gmail.com> Co-Authored By: @The5-1 <agaku@hotmail.de> Co-Authored By: @Toqozz <toqoz@hotmail.com> Co-Authored By: @nicopap <nico@nicopap.ch> --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 20:57:54 +00:00
#ifdef GIZMO_LINES_3D
#import bevy_pbr::mesh_view_bindings
#else
#import bevy_sprite::mesh2d_view_bindings
#endif
struct VertexInput {
@location(0) pos: vec3<f32>,
@location(1) color: vec4<f32>,
}
struct VertexOutput {
@builtin(position) pos: vec4<f32>,
@location(0) color: vec4<f32>,
}
struct FragmentOutput {
@builtin(frag_depth) depth: f32,
@location(0) color: vec4<f32>,
}
@vertex
fn vertex(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.pos = view.view_proj * vec4<f32>(in.pos, 1.0);
out.color = in.color;
return out;
}
@fragment
fn fragment(in: VertexOutput) -> FragmentOutput {
var out: FragmentOutput;
#ifdef DEPTH_TEST
out.depth = in.pos.z;
#else
out.depth = 1.0;
#endif
out.color = in.color;
return out;
}