Gizmo line joints (#12252)

# Objective

- Adds gizmo line joints, suggestion of #9400

## Solution

- Adds `line_joints: GizmoLineJoint` to `GizmoConfig`. Currently the
following values are supported:
- `GizmoLineJoint::None`: does not draw line joints, same behaviour as
previously
  - `GizmoLineJoint::Bevel`: draws a single triangle between the lines
- `GizmoLineJoint::Miter` / 'spiky joints': draws two triangles between
the lines extending them until they meet at a (miter) point.
- NOTE: for very small angles between the lines, which happens
frequently in 3d, the miter point will be very far away from the point
at which the lines meet.
- `GizmoLineJoint::Round(resolution)`: Draw a circle arc between the
lines. The circle is a triangle fan of `resolution` triangles.

---

## Changelog

- Added `GizmoLineJoint`, use that in `GizmoConfig` and added necessary
pipelines and draw commands.
- Added a new `line_joints.wgsl` shader containing three vertex shaders
`vertex_bevel`, `vertex_miter` and `vertex_round` as well as a basic
`fragment` shader.

## Migration Guide

Any manually created `GizmoConfig`s must now set the `.line_joints`
field.

## Known issues

- The way we currently create basic closed shapes like rectangles,
circles, triangles or really any closed 2d shape means that one of the
corners will not be drawn with joints, although that would probably be
expected. (see the triangle in the 2d image)
- This could be somewhat mitigated by introducing line caps or fixed by
adding another segment overlapping the first of the strip. (Maybe in a
followup PR?)
- 3d shapes can look 'off' with line joints (especially bevel) because
wherever 3 or more lines meet one of them may stick out beyond the joint
drawn between the other 2.
- Adding additional lines so that there is a joint between every line at
a corner would fix this but would probably be too computationally
expensive.
- Miter joints are 'unreasonably long' for very small angles between the
lines (the angle is the angle between the lines in screen space). This
is technically correct but distracting and does not feel right,
especially in 3d contexts. I think limiting the length of the miter to
the point at which the lines meet might be a good idea.
- The joints may be drawn with a different gizmo in-between them and
their corresponding lines in 2d. Some sort of z-ordering would probably
be good here, but I believe this may be out of scope for this PR.

## Additional information

Some pretty images :)


<img width="1175" alt="Screenshot 2024-03-02 at 04 53 50"
src="https://github.com/bevyengine/bevy/assets/62256001/58df7e63-9376-4430-8871-32adba0cb53b">

- Note that the top vertex does not have a joint drawn.

<img width="1440" alt="Screenshot 2024-03-02 at 05 03 55"
src="https://github.com/bevyengine/bevy/assets/62256001/137a00cf-cbd4-48c2-a46f-4b47492d4fd9">


Now for a weird video: 


https://github.com/bevyengine/bevy/assets/62256001/93026f48-f1d6-46fe-9163-5ab548a3fce4

- The black lines shooting out from the cube are miter joints that get
very long because the lines between which they are drawn are (almost)
collinear in screen space.

---------

Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
This commit is contained in:
Lynn 2024-03-11 20:21:32 +01:00 committed by GitHub
parent f89af0567b
commit 27215b79b0
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
7 changed files with 796 additions and 22 deletions

View file

@ -13,6 +13,23 @@ use std::{
ops::{Deref, DerefMut},
};
/// An enum configuring how line joints will be drawn.
#[derive(Debug, Default, Copy, Clone, Reflect, PartialEq, Eq, Hash)]
pub enum GizmoLineJoint {
/// Does not draw any line joints.
#[default]
None,
/// Extends both lines at the joining point until they meet in a sharp point.
Miter,
/// Draws a round corner with the specified resolution between the two lines.
///
/// The resolution determines the amount of triangles drawn per joint,
/// e.g. `GizmoLineJoint::Round(4)` will draw 4 triangles at each line joint.
Round(u32),
/// Draws a bevel, a straight line in this case, to connect the ends of both lines.
Bevel,
}
/// A trait used to create gizmo configs groups.
///
/// Here you can store additional configuration for you gizmo group not covered by [`GizmoConfig`]
@ -135,6 +152,9 @@ pub struct GizmoConfig {
///
/// Gizmos will only be rendered to cameras with intersecting layers.
pub render_layers: RenderLayers,
/// Describe how lines should join
pub line_joints: GizmoLineJoint,
}
impl Default for GizmoConfig {
@ -145,6 +165,8 @@ impl Default for GizmoConfig {
line_perspective: false,
depth_bias: 0.,
render_layers: Default::default(),
line_joints: GizmoLineJoint::None,
}
}
}

View file

@ -46,7 +46,10 @@ pub mod prelude {
#[doc(hidden)]
pub use crate::{
aabb::{AabbGizmoConfigGroup, ShowAabbGizmo},
config::{DefaultGizmoConfigGroup, GizmoConfig, GizmoConfigGroup, GizmoConfigStore},
config::{
DefaultGizmoConfigGroup, GizmoConfig, GizmoConfigGroup, GizmoConfigStore,
GizmoLineJoint,
},
gizmos::Gizmos,
light::{LightGizmoColor, LightGizmoConfigGroup, ShowLightGizmo},
primitives::{dim2::GizmoPrimitive2d, dim3::GizmoPrimitive3d},
@ -85,13 +88,15 @@ use bevy_render::{
use bevy_utils::TypeIdMap;
use bytemuck::cast_slice;
use config::{
DefaultGizmoConfigGroup, GizmoConfig, GizmoConfigGroup, GizmoConfigStore, GizmoMeshConfig,
DefaultGizmoConfigGroup, GizmoConfig, GizmoConfigGroup, GizmoConfigStore, GizmoLineJoint,
GizmoMeshConfig,
};
use gizmos::GizmoStorage;
use light::LightGizmoPlugin;
use std::{any::TypeId, mem};
const LINE_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(7414812689238026784);
const LINE_JOINT_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(1162780797909187908);
/// A [`Plugin`] that provides an immediate mode drawing api for visual debugging.
pub struct GizmoPlugin;
@ -105,6 +110,12 @@ impl Plugin for GizmoPlugin {
);
load_internal_asset!(app, LINE_SHADER_HANDLE, "lines.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
LINE_JOINT_SHADER_HANDLE,
"line_joints.wgsl",
Shader::from_wgsl
);
app.register_type::<GizmoConfig>()
.register_type::<GizmoConfigStore>()
@ -140,7 +151,7 @@ impl Plugin for GizmoPlugin {
};
let render_device = render_app.world.resource::<RenderDevice>();
let layout = render_device.create_bind_group_layout(
let line_layout = render_device.create_bind_group_layout(
"LineGizmoUniform layout",
&BindGroupLayoutEntries::single(
ShaderStages::VERTEX,
@ -148,7 +159,9 @@ impl Plugin for GizmoPlugin {
),
);
render_app.insert_resource(LineGizmoUniformBindgroupLayout { layout });
render_app.insert_resource(LineGizmoUniformBindgroupLayout {
layout: line_layout,
});
}
}
@ -232,6 +245,7 @@ fn update_gizmo_meshes<T: GizmoConfigGroup>(
mut line_gizmos: ResMut<Assets<LineGizmo>>,
mut handles: ResMut<LineGizmoHandles>,
mut storage: ResMut<GizmoStorage<T>>,
config_store: Res<GizmoConfigStore>,
) {
if storage.list_positions.is_empty() {
handles.list.insert(TypeId::of::<T>(), None);
@ -254,6 +268,7 @@ fn update_gizmo_meshes<T: GizmoConfigGroup>(
}
}
let (config, _) = config_store.config::<T>();
if storage.strip_positions.is_empty() {
handles.strip.insert(TypeId::of::<T>(), None);
} else if let Some(handle) = handles.strip.get_mut(&TypeId::of::<T>()) {
@ -262,9 +277,11 @@ fn update_gizmo_meshes<T: GizmoConfigGroup>(
strip.positions = mem::take(&mut storage.strip_positions);
strip.colors = mem::take(&mut storage.strip_colors);
strip.joints = config.line_joints;
} else {
let mut strip = LineGizmo {
strip: true,
joints: config.line_joints,
..Default::default()
};
@ -294,10 +311,17 @@ fn extract_gizmo_data(
continue;
};
let joints_resolution = if let GizmoLineJoint::Round(resolution) = config.line_joints {
resolution
} else {
0
};
commands.spawn((
LineGizmoUniform {
line_width: config.line_width,
depth_bias: config.depth_bias,
joints_resolution,
#[cfg(feature = "webgl")]
_padding: Default::default(),
},
@ -311,9 +335,11 @@ fn extract_gizmo_data(
struct LineGizmoUniform {
line_width: f32,
depth_bias: f32,
// Only used by gizmo line t if the current configs `line_joints` is set to `GizmoLineJoint::Round(_)`
joints_resolution: u32,
/// WebGL2 structs must be 16 byte aligned.
#[cfg(feature = "webgl")]
_padding: bevy_math::Vec2,
_padding: f32,
}
#[derive(Asset, Debug, Default, Clone, TypePath)]
@ -322,6 +348,8 @@ struct LineGizmo {
colors: Vec<LinearRgba>,
/// Whether this gizmo's topology is a line-strip or line-list
strip: bool,
/// Whether this gizmo should draw line joints. This is only applicable if the gizmo's topology is line-strip.
joints: GizmoLineJoint,
}
#[derive(Debug, Clone)]
@ -330,6 +358,7 @@ struct GpuLineGizmo {
color_buffer: Buffer,
vertex_count: u32,
strip: bool,
joints: GizmoLineJoint,
}
impl RenderAsset for LineGizmo {
@ -363,6 +392,7 @@ impl RenderAsset for LineGizmo {
color_buffer,
vertex_count: self.positions.len() as u32,
strip: self.strip,
joints: self.joints,
})
}
}
@ -446,15 +476,11 @@ impl<P: PhaseItem> RenderCommand<P> for DrawLineGizmo {
}
let instances = if line_gizmo.strip {
let item_size = VertexFormat::Float32x3.size();
let buffer_size = line_gizmo.position_buffer.size() - item_size;
pass.set_vertex_buffer(0, line_gizmo.position_buffer.slice(..buffer_size));
pass.set_vertex_buffer(1, line_gizmo.position_buffer.slice(item_size..));
pass.set_vertex_buffer(0, line_gizmo.position_buffer.slice(..));
pass.set_vertex_buffer(1, line_gizmo.position_buffer.slice(..));
let item_size = VertexFormat::Float32x4.size();
let buffer_size = line_gizmo.color_buffer.size() - item_size;
pass.set_vertex_buffer(2, line_gizmo.color_buffer.slice(..buffer_size));
pass.set_vertex_buffer(3, line_gizmo.color_buffer.slice(item_size..));
pass.set_vertex_buffer(2, line_gizmo.color_buffer.slice(..));
pass.set_vertex_buffer(3, line_gizmo.color_buffer.slice(..));
u32::max(line_gizmo.vertex_count, 1) - 1
} else {
@ -470,6 +496,58 @@ impl<P: PhaseItem> RenderCommand<P> for DrawLineGizmo {
}
}
struct DrawLineJointGizmo;
impl<P: PhaseItem> RenderCommand<P> for DrawLineJointGizmo {
type Param = SRes<RenderAssets<LineGizmo>>;
type ViewQuery = ();
type ItemQuery = Read<Handle<LineGizmo>>;
#[inline]
fn render<'w>(
_item: &P,
_view: ROQueryItem<'w, Self::ViewQuery>,
handle: Option<ROQueryItem<'w, Self::ItemQuery>>,
line_gizmos: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let Some(handle) = handle else {
return RenderCommandResult::Failure;
};
let Some(line_gizmo) = line_gizmos.into_inner().get(handle) else {
return RenderCommandResult::Failure;
};
if line_gizmo.vertex_count <= 2 || !line_gizmo.strip {
return RenderCommandResult::Success;
};
if line_gizmo.joints == GizmoLineJoint::None {
return RenderCommandResult::Success;
};
let instances = {
pass.set_vertex_buffer(0, line_gizmo.position_buffer.slice(..));
pass.set_vertex_buffer(1, line_gizmo.position_buffer.slice(..));
pass.set_vertex_buffer(2, line_gizmo.position_buffer.slice(..));
pass.set_vertex_buffer(3, line_gizmo.color_buffer.slice(..));
u32::max(line_gizmo.vertex_count, 2) - 2
};
let vertices = match line_gizmo.joints {
GizmoLineJoint::None => unreachable!(),
GizmoLineJoint::Miter => 6,
GizmoLineJoint::Round(resolution) => resolution * 3,
GizmoLineJoint::Bevel => 3,
};
pass.draw(0..vertices, 0..instances);
RenderCommandResult::Success
}
}
fn line_gizmo_vertex_buffer_layouts(strip: bool) -> Vec<VertexBufferLayout> {
use VertexFormat::*;
let mut position_layout = VertexBufferLayout {
@ -497,11 +575,13 @@ fn line_gizmo_vertex_buffer_layouts(strip: bool) -> Vec<VertexBufferLayout> {
position_layout.clone(),
{
position_layout.attributes[0].shader_location = 1;
position_layout.attributes[0].offset = Float32x3.size();
position_layout
},
color_layout.clone(),
{
color_layout.attributes[0].shader_location = 3;
color_layout.attributes[0].offset = Float32x4.size();
color_layout
},
]
@ -523,3 +603,41 @@ fn line_gizmo_vertex_buffer_layouts(strip: bool) -> Vec<VertexBufferLayout> {
vec![position_layout, color_layout]
}
}
fn line_joint_gizmo_vertex_buffer_layouts() -> Vec<VertexBufferLayout> {
use VertexFormat::*;
let mut position_layout = VertexBufferLayout {
array_stride: Float32x3.size(),
step_mode: VertexStepMode::Instance,
attributes: vec![VertexAttribute {
format: Float32x3,
offset: 0,
shader_location: 0,
}],
};
let color_layout = VertexBufferLayout {
array_stride: Float32x4.size(),
step_mode: VertexStepMode::Instance,
attributes: vec![VertexAttribute {
format: Float32x4,
offset: Float32x4.size(),
shader_location: 3,
}],
};
vec![
position_layout.clone(),
{
position_layout.attributes[0].shader_location = 1;
position_layout.attributes[0].offset = Float32x3.size();
position_layout.clone()
},
{
position_layout.attributes[0].shader_location = 2;
position_layout.attributes[0].offset = 2 * Float32x3.size();
position_layout
},
color_layout.clone(),
]
}

View file

@ -0,0 +1,248 @@
#import bevy_render::view::View
@group(0) @binding(0) var<uniform> view: View;
struct LineGizmoUniform {
line_width: f32,
depth_bias: f32,
resolution: u32,
#ifdef SIXTEEN_BYTE_ALIGNMENT
// WebGL2 structs must be 16 byte aligned.
_padding: f32,
#endif
}
@group(1) @binding(0) var<uniform> joints_gizmo: LineGizmoUniform;
struct VertexInput {
@location(0) position_a: vec3<f32>,
@location(1) position_b: vec3<f32>,
@location(2) position_c: vec3<f32>,
@location(3) color: vec4<f32>,
@builtin(vertex_index) index: u32,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
};
const EPSILON: f32 = 4.88e-04;
@vertex
fn vertex_bevel(vertex: VertexInput) -> VertexOutput {
var positions = array<vec2<f32>, 3>(
vec2(0, 0),
vec2(0, 0.5),
vec2(0.5, 0),
);
var position = positions[vertex.index];
var clip_a = view.view_proj * vec4(vertex.position_a, 1.);
var clip_b = view.view_proj * vec4(vertex.position_b, 1.);
var clip_c = view.view_proj * vec4(vertex.position_c, 1.);
// Manual near plane clipping to avoid errors when doing the perspective divide inside this shader.
clip_a = clip_near_plane(clip_a, clip_c);
clip_b = clip_near_plane(clip_b, clip_a);
clip_c = clip_near_plane(clip_c, clip_b);
clip_a = clip_near_plane(clip_a, clip_c);
let resolution = view.viewport.zw;
let screen_a = resolution * (0.5 * clip_a.xy / clip_a.w + 0.5);
let screen_b = resolution * (0.5 * clip_b.xy / clip_b.w + 0.5);
let screen_c = resolution * (0.5 * clip_c.xy / clip_c.w + 0.5);
var color = vertex.color;
var line_width = joints_gizmo.line_width;
#ifdef PERSPECTIVE
line_width /= clip_b.w;
#endif
// Line thinness fade from https://acegikmo.com/shapes/docs/#anti-aliasing
if line_width > 0.0 && line_width < 1. {
color.a *= line_width;
line_width = 1.;
}
let ab = normalize(screen_b - screen_a);
let cb = normalize(screen_b - screen_c);
let ab_norm = vec2(-ab.y, ab.x);
let cb_norm = vec2(cb.y, -cb.x);
let tangent = normalize(ab - cb);
let normal = vec2(-tangent.y, tangent.x);
let sigma = sign(dot(ab + cb, normal));
var p0 = line_width * sigma * ab_norm;
var p1 = line_width * sigma * cb_norm;
let screen = screen_b + position.x * p0 + position.y * p1;
let depth = depth(clip_b);
var clip_position = vec4(clip_b.w * ((2. * screen) / resolution - 1.), depth, clip_b.w);
return VertexOutput(clip_position, color);
}
@vertex
fn vertex_miter(vertex: VertexInput) -> VertexOutput {
var positions = array<vec3<f32>, 6>(
vec3(0, 0, 0),
vec3(0.5, 0, 0),
vec3(0, 0.5, 0),
vec3(0, 0, 0),
vec3(0, 0.5, 0),
vec3(0, 0, 0.5),
);
var position = positions[vertex.index];
var clip_a = view.view_proj * vec4(vertex.position_a, 1.);
var clip_b = view.view_proj * vec4(vertex.position_b, 1.);
var clip_c = view.view_proj * vec4(vertex.position_c, 1.);
// Manual near plane clipping to avoid errors when doing the perspective divide inside this shader.
clip_a = clip_near_plane(clip_a, clip_c);
clip_b = clip_near_plane(clip_b, clip_a);
clip_c = clip_near_plane(clip_c, clip_b);
clip_a = clip_near_plane(clip_a, clip_c);
let resolution = view.viewport.zw;
let screen_a = resolution * (0.5 * clip_a.xy / clip_a.w + 0.5);
let screen_b = resolution * (0.5 * clip_b.xy / clip_b.w + 0.5);
let screen_c = resolution * (0.5 * clip_c.xy / clip_c.w + 0.5);
var color = vertex.color;
var line_width = joints_gizmo.line_width;
#ifdef PERSPECTIVE
line_width /= clip_b.w;
#endif
// Line thinness fade from https://acegikmo.com/shapes/docs/#anti-aliasing
if line_width > 0.0 && line_width < 1. {
color.a *= line_width;
line_width = 1.;
}
let ab = normalize(screen_b - screen_a);
let cb = normalize(screen_b - screen_c);
let ab_norm = vec2(-ab.y, ab.x);
let cb_norm = vec2(cb.y, -cb.x);
let tangent = normalize(ab - cb);
let normal = vec2(-tangent.y, tangent.x);
let sigma = sign(dot(ab + cb, normal));
var p0 = line_width * sigma * ab_norm;
var p1 = line_width * sigma * normal / dot(normal, ab_norm);
var p2 = line_width * sigma * cb_norm;
var screen = screen_b + position.x * p0 + position.y * p1 + position.z * p2;
var depth = depth(clip_b);
var clip_position = vec4(clip_b.w * ((2. * screen) / resolution - 1.), depth, clip_b.w);
return VertexOutput(clip_position, color);
}
@vertex
fn vertex_round(vertex: VertexInput) -> VertexOutput {
var clip_a = view.view_proj * vec4(vertex.position_a, 1.);
var clip_b = view.view_proj * vec4(vertex.position_b, 1.);
var clip_c = view.view_proj * vec4(vertex.position_c, 1.);
// Manual near plane clipping to avoid errors when doing the perspective divide inside this shader.
clip_a = clip_near_plane(clip_a, clip_c);
clip_b = clip_near_plane(clip_b, clip_a);
clip_c = clip_near_plane(clip_c, clip_b);
clip_a = clip_near_plane(clip_a, clip_c);
let resolution = view.viewport.zw;
let screen_a = resolution * (0.5 * clip_a.xy / clip_a.w + 0.5);
let screen_b = resolution * (0.5 * clip_b.xy / clip_b.w + 0.5);
let screen_c = resolution * (0.5 * clip_c.xy / clip_c.w + 0.5);
var color = vertex.color;
var line_width = joints_gizmo.line_width;
#ifdef PERSPECTIVE
line_width /= clip_b.w;
#endif
// Line thinness fade from https://acegikmo.com/shapes/docs/#anti-aliasing
if line_width > 0.0 && line_width < 1. {
color.a *= line_width;
line_width = 1.;
}
let ab = normalize(screen_b - screen_a);
let cb = normalize(screen_b - screen_c);
let ab_norm = vec2(-ab.y, ab.x);
let cb_norm = vec2(cb.y, -cb.x);
// We render `joints_gizmo.resolution`triangles. The vertices in each triangle are ordered as follows:
// - 0: The 'center' vertex at `screen_b`.
// - 1: The vertex closer to the ab line.
// - 2: The vertex closer to the cb line.
var in_triangle_index = f32(vertex.index) % 3.0;
var tri_index = floor(f32(vertex.index) / 3.0);
var radius = sign(in_triangle_index) * 0.5 * line_width;
var theta = acos(dot(ab_norm, cb_norm));
let sigma = sign(dot(ab_norm, cb));
var angle = theta * (tri_index + in_triangle_index - 1) / f32(joints_gizmo.resolution);
var position_x = sigma * radius * cos(angle);
var position_y = radius * sin(angle);
var screen = screen_b + position_x * ab_norm + position_y * ab;
var depth = depth(clip_b);
var clip_position = vec4(clip_b.w * ((2. * screen) / resolution - 1.), depth, clip_b.w);
return VertexOutput(clip_position, color);
}
fn clip_near_plane(a: vec4<f32>, b: vec4<f32>) -> vec4<f32> {
// Move a if a is behind the near plane and b is in front.
if a.z > a.w && b.z <= b.w {
// Interpolate a towards b until it's at the near plane.
let distance_a = a.z - a.w;
let distance_b = b.z - b.w;
// Add an epsilon to the interpolator to ensure that the point is
// not just behind the clip plane due to floating-point imprecision.
let t = distance_a / (distance_a - distance_b) + EPSILON;
return mix(a, b, t);
}
return a;
}
fn depth(clip: vec4<f32>) -> f32 {
var depth: f32;
if joints_gizmo.depth_bias >= 0. {
depth = clip.z * (1. - joints_gizmo.depth_bias);
} else {
// depth * (clip.w / depth)^-depth_bias. So that when -depth_bias is 1.0, this is equal to clip.w
// and when equal to 0.0, it is exactly equal to depth.
// the epsilon is here to prevent the depth from exceeding clip.w when -depth_bias = 1.0
// clip.w represents the near plane in homogeneous clip space in bevy, having a depth
// of this value means nothing can be in front of this
// The reason this uses an exponential function is that it makes it much easier for the
// user to chose a value that is convenient for them
depth = clip.z * exp2(-joints_gizmo.depth_bias * log2(clip.w / clip.z - EPSILON));
}
return depth;
}
struct FragmentInput {
@location(0) color: vec4<f32>,
};
struct FragmentOutput {
@location(0) color: vec4<f32>,
};
@fragment
fn fragment(in: FragmentInput) -> FragmentOutput {
// return FragmentOutput(vec4(1, 1, 1, 1));
return FragmentOutput(in.color);
}

View file

@ -1,6 +1,8 @@
use crate::{
config::GizmoMeshConfig, line_gizmo_vertex_buffer_layouts, DrawLineGizmo, GizmoRenderSystem,
LineGizmo, LineGizmoUniformBindgroupLayout, SetLineGizmoBindGroup, LINE_SHADER_HANDLE,
config::{GizmoLineJoint, GizmoMeshConfig},
line_gizmo_vertex_buffer_layouts, line_joint_gizmo_vertex_buffer_layouts, DrawLineGizmo,
DrawLineJointGizmo, GizmoRenderSystem, LineGizmo, LineGizmoUniformBindgroupLayout,
SetLineGizmoBindGroup, LINE_JOINT_SHADER_HANDLE, LINE_SHADER_HANDLE,
};
use bevy_app::{App, Plugin};
use bevy_asset::Handle;
@ -21,6 +23,7 @@ use bevy_render::{
Render, RenderApp, RenderSet,
};
use bevy_sprite::{Mesh2dPipeline, Mesh2dPipelineKey, SetMesh2dViewBindGroup};
use bevy_utils::tracing::error;
use bevy_utils::FloatOrd;
pub struct LineGizmo2dPlugin;
@ -33,14 +36,16 @@ impl Plugin for LineGizmo2dPlugin {
render_app
.add_render_command::<Transparent2d, DrawLineGizmo2d>()
.add_render_command::<Transparent2d, DrawLineJointGizmo2d>()
.init_resource::<SpecializedRenderPipelines<LineGizmoPipeline>>()
.init_resource::<SpecializedRenderPipelines<LineJointGizmoPipeline>>()
.configure_sets(
Render,
GizmoRenderSystem::QueueLineGizmos2d.in_set(RenderSet::Queue),
)
.add_systems(
Render,
queue_line_gizmos_2d
(queue_line_gizmos_2d, queue_line_joint_gizmos_2d)
.in_set(GizmoRenderSystem::QueueLineGizmos2d)
.after(prepare_assets::<LineGizmo>),
);
@ -52,6 +57,7 @@ impl Plugin for LineGizmo2dPlugin {
};
render_app.init_resource::<LineGizmoPipeline>();
render_app.init_resource::<LineJointGizmoPipeline>();
}
}
@ -130,12 +136,103 @@ impl SpecializedRenderPipeline for LineGizmoPipeline {
}
}
#[derive(Clone, Resource)]
struct LineJointGizmoPipeline {
mesh_pipeline: Mesh2dPipeline,
uniform_layout: BindGroupLayout,
}
impl FromWorld for LineJointGizmoPipeline {
fn from_world(render_world: &mut World) -> Self {
LineJointGizmoPipeline {
mesh_pipeline: render_world.resource::<Mesh2dPipeline>().clone(),
uniform_layout: render_world
.resource::<LineGizmoUniformBindgroupLayout>()
.layout
.clone(),
}
}
}
#[derive(PartialEq, Eq, Hash, Clone)]
struct LineJointGizmoPipelineKey {
mesh_key: Mesh2dPipelineKey,
joints: GizmoLineJoint,
}
impl SpecializedRenderPipeline for LineJointGizmoPipeline {
type Key = LineJointGizmoPipelineKey;
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
let format = if key.mesh_key.contains(Mesh2dPipelineKey::HDR) {
ViewTarget::TEXTURE_FORMAT_HDR
} else {
TextureFormat::bevy_default()
};
let shader_defs = vec![
#[cfg(feature = "webgl")]
"SIXTEEN_BYTE_ALIGNMENT".into(),
];
let layout = vec![
self.mesh_pipeline.view_layout.clone(),
self.uniform_layout.clone(),
];
if key.joints == GizmoLineJoint::None {
error!("There is no entry point for line joints with GizmoLineJoints::None. Please consider aborting the drawing process before reaching this stage.");
};
let entry_point = match key.joints {
GizmoLineJoint::Miter => "vertex_miter",
GizmoLineJoint::Round(_) => "vertex_round",
GizmoLineJoint::None | GizmoLineJoint::Bevel => "vertex_bevel",
};
RenderPipelineDescriptor {
vertex: VertexState {
shader: LINE_JOINT_SHADER_HANDLE,
entry_point: entry_point.into(),
shader_defs: shader_defs.clone(),
buffers: line_joint_gizmo_vertex_buffer_layouts(),
},
fragment: Some(FragmentState {
shader: LINE_JOINT_SHADER_HANDLE,
shader_defs,
entry_point: "fragment".into(),
targets: vec![Some(ColorTargetState {
format,
blend: Some(BlendState::ALPHA_BLENDING),
write_mask: ColorWrites::ALL,
})],
}),
layout,
primitive: PrimitiveState::default(),
depth_stencil: None,
multisample: MultisampleState {
count: key.mesh_key.msaa_samples(),
mask: !0,
alpha_to_coverage_enabled: false,
},
label: Some("LineJointGizmo Pipeline 2D".into()),
push_constant_ranges: vec![],
}
}
}
type DrawLineGizmo2d = (
SetItemPipeline,
SetMesh2dViewBindGroup<0>,
SetLineGizmoBindGroup<1>,
DrawLineGizmo,
);
type DrawLineJointGizmo2d = (
SetItemPipeline,
SetMesh2dViewBindGroup<0>,
SetLineGizmoBindGroup<1>,
DrawLineJointGizmo,
);
#[allow(clippy::too_many_arguments)]
fn queue_line_gizmos_2d(
@ -188,3 +285,61 @@ fn queue_line_gizmos_2d(
}
}
}
#[allow(clippy::too_many_arguments)]
fn queue_line_joint_gizmos_2d(
draw_functions: Res<DrawFunctions<Transparent2d>>,
pipeline: Res<LineJointGizmoPipeline>,
mut pipelines: ResMut<SpecializedRenderPipelines<LineJointGizmoPipeline>>,
pipeline_cache: Res<PipelineCache>,
msaa: Res<Msaa>,
line_gizmos: Query<(Entity, &Handle<LineGizmo>, &GizmoMeshConfig)>,
line_gizmo_assets: Res<RenderAssets<LineGizmo>>,
mut views: Query<(
&ExtractedView,
&mut RenderPhase<Transparent2d>,
Option<&RenderLayers>,
)>,
) {
let draw_function = draw_functions
.read()
.get_id::<DrawLineJointGizmo2d>()
.unwrap();
for (view, mut transparent_phase, render_layers) in &mut views {
let mesh_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples())
| Mesh2dPipelineKey::from_hdr(view.hdr);
for (entity, handle, config) in &line_gizmos {
let render_layers = render_layers.copied().unwrap_or_default();
if !config.render_layers.intersects(&render_layers) {
continue;
}
let Some(line_gizmo) = line_gizmo_assets.get(handle) else {
continue;
};
if !line_gizmo.strip || line_gizmo.joints == GizmoLineJoint::None {
continue;
}
let pipeline = pipelines.specialize(
&pipeline_cache,
&pipeline,
LineJointGizmoPipelineKey {
mesh_key,
joints: line_gizmo.joints,
},
);
transparent_phase.add(Transparent2d {
entity,
draw_function,
pipeline,
sort_key: FloatOrd(f32::INFINITY),
batch_range: 0..1,
dynamic_offset: None,
});
}
}
}

View file

@ -1,6 +1,8 @@
use crate::{
config::GizmoMeshConfig, line_gizmo_vertex_buffer_layouts, DrawLineGizmo, GizmoRenderSystem,
LineGizmo, LineGizmoUniformBindgroupLayout, SetLineGizmoBindGroup, LINE_SHADER_HANDLE,
config::GizmoMeshConfig, line_gizmo_vertex_buffer_layouts,
line_joint_gizmo_vertex_buffer_layouts, prelude::GizmoLineJoint, DrawLineGizmo,
DrawLineJointGizmo, GizmoRenderSystem, LineGizmo, LineGizmoUniformBindgroupLayout,
SetLineGizmoBindGroup, LINE_JOINT_SHADER_HANDLE, LINE_SHADER_HANDLE,
};
use bevy_app::{App, Plugin};
use bevy_asset::Handle;
@ -25,6 +27,7 @@ use bevy_render::{
view::{ExtractedView, Msaa, RenderLayers, ViewTarget},
Render, RenderApp, RenderSet,
};
use bevy_utils::tracing::error;
pub struct LineGizmo3dPlugin;
impl Plugin for LineGizmo3dPlugin {
@ -35,14 +38,16 @@ impl Plugin for LineGizmo3dPlugin {
render_app
.add_render_command::<Transparent3d, DrawLineGizmo3d>()
.add_render_command::<Transparent3d, DrawLineJointGizmo3d>()
.init_resource::<SpecializedRenderPipelines<LineGizmoPipeline>>()
.init_resource::<SpecializedRenderPipelines<LineJointGizmoPipeline>>()
.configure_sets(
Render,
GizmoRenderSystem::QueueLineGizmos3d.in_set(RenderSet::Queue),
)
.add_systems(
Render,
queue_line_gizmos_3d
(queue_line_gizmos_3d, queue_line_joint_gizmos_3d)
.in_set(GizmoRenderSystem::QueueLineGizmos3d)
.after(prepare_assets::<LineGizmo>),
);
@ -54,6 +59,7 @@ impl Plugin for LineGizmo3dPlugin {
};
render_app.init_resource::<LineGizmoPipeline>();
render_app.init_resource::<LineJointGizmoPipeline>();
}
}
@ -145,12 +151,116 @@ impl SpecializedRenderPipeline for LineGizmoPipeline {
}
}
#[derive(Clone, Resource)]
struct LineJointGizmoPipeline {
mesh_pipeline: MeshPipeline,
uniform_layout: BindGroupLayout,
}
impl FromWorld for LineJointGizmoPipeline {
fn from_world(render_world: &mut World) -> Self {
LineJointGizmoPipeline {
mesh_pipeline: render_world.resource::<MeshPipeline>().clone(),
uniform_layout: render_world
.resource::<LineGizmoUniformBindgroupLayout>()
.layout
.clone(),
}
}
}
#[derive(PartialEq, Eq, Hash, Clone)]
struct LineJointGizmoPipelineKey {
view_key: MeshPipelineKey,
perspective: bool,
joints: GizmoLineJoint,
}
impl SpecializedRenderPipeline for LineJointGizmoPipeline {
type Key = LineJointGizmoPipelineKey;
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
let mut shader_defs = vec![
#[cfg(feature = "webgl")]
"SIXTEEN_BYTE_ALIGNMENT".into(),
];
if key.perspective {
shader_defs.push("PERSPECTIVE".into());
}
let format = if key.view_key.contains(MeshPipelineKey::HDR) {
ViewTarget::TEXTURE_FORMAT_HDR
} else {
TextureFormat::bevy_default()
};
let view_layout = self
.mesh_pipeline
.get_view_layout(key.view_key.into())
.clone();
let layout = vec![view_layout, self.uniform_layout.clone()];
if key.joints == GizmoLineJoint::None {
error!("There is no entry point for line joints with GizmoLineJoints::None. Please consider aborting the drawing process before reaching this stage.");
};
let entry_point = match key.joints {
GizmoLineJoint::Miter => "vertex_miter",
GizmoLineJoint::Round(_) => "vertex_round",
GizmoLineJoint::None | GizmoLineJoint::Bevel => "vertex_bevel",
};
RenderPipelineDescriptor {
vertex: VertexState {
shader: LINE_JOINT_SHADER_HANDLE,
entry_point: entry_point.into(),
shader_defs: shader_defs.clone(),
buffers: line_joint_gizmo_vertex_buffer_layouts(),
},
fragment: Some(FragmentState {
shader: LINE_JOINT_SHADER_HANDLE,
shader_defs,
entry_point: "fragment".into(),
targets: vec![Some(ColorTargetState {
format,
blend: Some(BlendState::ALPHA_BLENDING),
write_mask: ColorWrites::ALL,
})],
}),
layout,
primitive: PrimitiveState::default(),
depth_stencil: Some(DepthStencilState {
format: CORE_3D_DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: CompareFunction::Greater,
stencil: StencilState::default(),
bias: DepthBiasState::default(),
}),
multisample: MultisampleState {
count: key.view_key.msaa_samples(),
mask: !0,
alpha_to_coverage_enabled: false,
},
label: Some("LineJointGizmo Pipeline".into()),
push_constant_ranges: vec![],
}
}
}
type DrawLineGizmo3d = (
SetItemPipeline,
SetMeshViewBindGroup<0>,
SetLineGizmoBindGroup<1>,
DrawLineGizmo,
);
type DrawLineJointGizmo3d = (
SetItemPipeline,
SetMeshViewBindGroup<0>,
SetLineGizmoBindGroup<1>,
DrawLineJointGizmo,
);
#[allow(clippy::too_many_arguments)]
fn queue_line_gizmos_3d(
@ -233,3 +343,92 @@ fn queue_line_gizmos_3d(
}
}
}
#[allow(clippy::too_many_arguments)]
fn queue_line_joint_gizmos_3d(
draw_functions: Res<DrawFunctions<Transparent3d>>,
pipeline: Res<LineJointGizmoPipeline>,
mut pipelines: ResMut<SpecializedRenderPipelines<LineJointGizmoPipeline>>,
pipeline_cache: Res<PipelineCache>,
msaa: Res<Msaa>,
line_gizmos: Query<(Entity, &Handle<LineGizmo>, &GizmoMeshConfig)>,
line_gizmo_assets: Res<RenderAssets<LineGizmo>>,
mut views: Query<(
&ExtractedView,
&mut RenderPhase<Transparent3d>,
Option<&RenderLayers>,
(
Has<NormalPrepass>,
Has<DepthPrepass>,
Has<MotionVectorPrepass>,
Has<DeferredPrepass>,
),
)>,
) {
let draw_function = draw_functions
.read()
.get_id::<DrawLineJointGizmo3d>()
.unwrap();
for (
view,
mut transparent_phase,
render_layers,
(normal_prepass, depth_prepass, motion_vector_prepass, deferred_prepass),
) in &mut views
{
let render_layers = render_layers.copied().unwrap_or_default();
let mut view_key = MeshPipelineKey::from_msaa_samples(msaa.samples())
| MeshPipelineKey::from_hdr(view.hdr);
if normal_prepass {
view_key |= MeshPipelineKey::NORMAL_PREPASS;
}
if depth_prepass {
view_key |= MeshPipelineKey::DEPTH_PREPASS;
}
if motion_vector_prepass {
view_key |= MeshPipelineKey::MOTION_VECTOR_PREPASS;
}
if deferred_prepass {
view_key |= MeshPipelineKey::DEFERRED_PREPASS;
}
for (entity, handle, config) in &line_gizmos {
if !config.render_layers.intersects(&render_layers) {
continue;
}
let Some(line_gizmo) = line_gizmo_assets.get(handle) else {
continue;
};
if !line_gizmo.strip || line_gizmo.joints == GizmoLineJoint::None {
continue;
}
let pipeline = pipelines.specialize(
&pipeline_cache,
&pipeline,
LineJointGizmoPipelineKey {
view_key,
perspective: config.line_perspective,
joints: line_gizmo.joints,
},
);
transparent_phase.add(Transparent3d {
entity,
draw_function,
pipeline,
distance: 0.,
batch_range: 0..1,
dynamic_offset: None,
});
}
}
}

View file

@ -23,7 +23,8 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(TextBundle::from_section(
"Hold 'Left' or 'Right' to change the line width of straight gizmos\n\
Hold 'Up' or 'Down' to change the line width of round gizmos\n\
Press '1' or '2' to toggle the visibility of straight gizmos or round gizmos",
Press '1' or '2' to toggle the visibility of straight gizmos or round gizmos\n\
Press 'J' or 'K' to cycle through line joints for straight or round gizmos",
TextStyle {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 24.,
@ -106,6 +107,14 @@ fn update_config(
if keyboard.just_pressed(KeyCode::Digit1) {
config.enabled ^= true;
}
if keyboard.just_pressed(KeyCode::KeyJ) {
config.line_joints = match config.line_joints {
GizmoLineJoint::Bevel => GizmoLineJoint::Miter,
GizmoLineJoint::Miter => GizmoLineJoint::Round(4),
GizmoLineJoint::Round(_) => GizmoLineJoint::None,
GizmoLineJoint::None => GizmoLineJoint::Bevel,
};
}
let (my_config, _) = config_store.config_mut::<MyRoundGizmos>();
if keyboard.pressed(KeyCode::ArrowUp) {
@ -119,4 +128,12 @@ fn update_config(
if keyboard.just_pressed(KeyCode::Digit2) {
my_config.enabled ^= true;
}
if keyboard.just_pressed(KeyCode::KeyK) {
my_config.line_joints = match my_config.line_joints {
GizmoLineJoint::Bevel => GizmoLineJoint::Miter,
GizmoLineJoint::Miter => GizmoLineJoint::Round(4),
GizmoLineJoint::Round(_) => GizmoLineJoint::None,
GizmoLineJoint::None => GizmoLineJoint::Bevel,
};
}
}

View file

@ -59,8 +59,7 @@ fn setup(
Hold 'Up' or 'Down' to change the line width of round gizmos\n\
Press '1' or '2' to toggle the visibility of straight gizmos or round gizmos\n\
Press 'A' to show all AABB boxes\n\
Press 'K' or 'J' to cycle through primitives rendered with gizmos\n\
Press 'H' or 'L' to decrease/increase the amount of segments in the primitives",
Press 'J' or 'K' to cycle through line joins for straight or round gizmos",
TextStyle {
font_size: 20.,
..default()
@ -170,6 +169,14 @@ fn update_config(
if keyboard.just_pressed(KeyCode::Digit1) {
config.enabled ^= true;
}
if keyboard.just_pressed(KeyCode::KeyJ) {
config.line_joints = match config.line_joints {
GizmoLineJoint::Bevel => GizmoLineJoint::Miter,
GizmoLineJoint::Miter => GizmoLineJoint::Round(4),
GizmoLineJoint::Round(_) => GizmoLineJoint::None,
GizmoLineJoint::None => GizmoLineJoint::Bevel,
};
}
let (my_config, _) = config_store.config_mut::<MyRoundGizmos>();
if keyboard.pressed(KeyCode::ArrowUp) {
@ -183,6 +190,14 @@ fn update_config(
if keyboard.just_pressed(KeyCode::Digit2) {
my_config.enabled ^= true;
}
if keyboard.just_pressed(KeyCode::KeyK) {
my_config.line_joints = match my_config.line_joints {
GizmoLineJoint::Bevel => GizmoLineJoint::Miter,
GizmoLineJoint::Miter => GizmoLineJoint::Round(4),
GizmoLineJoint::Round(_) => GizmoLineJoint::None,
GizmoLineJoint::None => GizmoLineJoint::Bevel,
};
}
if keyboard.just_pressed(KeyCode::KeyA) {
// AABB gizmos are normally only drawn on entities with a ShowAabbGizmo component