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https://github.com/bevyengine/bevy
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Added Mesh::ATTRIBUTE_POSITION_2D (VertexFormat::Float32x2)
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5e1f2e9f14
3 changed files with 55 additions and 8 deletions
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@ -202,6 +202,15 @@ impl Mesh {
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pub const ATTRIBUTE_JOINT_INDEX: MeshVertexAttribute =
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MeshVertexAttribute::new("Vertex_JointIndex", 7, VertexFormat::Uint16x4);
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/// Where the vertex is located in 2D space. Use in conjunction with [`Mesh::insert_attribute`]
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/// or [`Mesh::with_inserted_attribute`].
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///
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/// *This attribute should only be used on meshes intended for rendering with 2D cameras (in lieu of `ATTRIBUTE_POSITION`).*
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///
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/// The format of this attribute is [`VertexFormat::Float32x2`].
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pub const ATTRIBUTE_POSITION_2D: MeshVertexAttribute =
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MeshVertexAttribute::new("Vertex_Position_2d", 8, VertexFormat::Float32x2);
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/// Construct a new mesh. You need to provide a [`PrimitiveTopology`] so that the
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/// renderer knows how to treat the vertex data. Most of the time this will be
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/// [`PrimitiveTopology::TriangleList`].
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@ -946,6 +955,14 @@ impl Mesh {
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positions
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.iter_mut()
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.for_each(|pos| *pos = (Vec3::from_slice(pos) + translation).to_array());
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} else if let Some(VertexAttributeValues::Float32x2(ref mut positions)) =
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self.attribute_mut(Mesh::ATTRIBUTE_POSITION_2D)
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{
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// Apply translation to vertex positions
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let translation_2d = translation.xy();
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positions
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.iter_mut()
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.for_each(|pos| *pos = (Vec2::from_slice(pos) + translation_2d).to_array());
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}
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}
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@ -968,6 +985,13 @@ impl Mesh {
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positions
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.iter_mut()
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.for_each(|pos| *pos = (rotation * Vec3::from_slice(pos)).to_array());
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} else if let Some(VertexAttributeValues::Float32x2(ref mut positions)) =
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self.attribute_mut(Mesh::ATTRIBUTE_POSITION_2D)
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{
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// Apply rotation to vertex positions
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positions
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.iter_mut()
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.for_each(|pos| *pos = (rotation * Vec3::new(pos[0], pos[1], 0.0)).xy().to_array());
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}
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// No need to transform normals or tangents if rotation is near identity
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@ -1020,6 +1044,14 @@ impl Mesh {
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positions
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.iter_mut()
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.for_each(|pos| *pos = (scale * Vec3::from_slice(pos)).to_array());
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} else if let Some(VertexAttributeValues::Float32x2(ref mut positions)) =
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self.attribute_mut(Mesh::ATTRIBUTE_POSITION_2D)
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{
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// Apply scale to vertex positions
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let scale_xy = scale.xy();
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positions
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.iter_mut()
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.for_each(|pos| *pos = (scale_xy * Vec2::from_slice(pos)).to_array());
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}
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// No need to transform normals or tangents if scale is uniform
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@ -1052,13 +1084,17 @@ impl Mesh {
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/// Returns `None` if `self` doesn't have [`Mesh::ATTRIBUTE_POSITION`] of
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/// type [`VertexAttributeValues::Float32x3`], or if `self` doesn't have any vertices.
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pub fn compute_aabb(&self) -> Option<Aabb> {
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let Some(VertexAttributeValues::Float32x3(values)) =
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if let Some(VertexAttributeValues::Float32x3(values)) =
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self.attribute(Mesh::ATTRIBUTE_POSITION)
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else {
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return None;
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};
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{
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Aabb::enclosing(values.iter().map(|p| Vec3::from_slice(p)))
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} else if let Some(VertexAttributeValues::Float32x2(values)) =
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self.attribute(Mesh::ATTRIBUTE_POSITION_2D)
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{
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Aabb::enclosing(values.iter().map(|p| Vec3::new(p[0], p[1], 0.0)))
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} else {
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None
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}
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}
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/// Whether this mesh has morph targets.
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@ -556,6 +556,10 @@ impl SpecializedMeshPipeline for Mesh2dPipeline {
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if layout.0.contains(Mesh::ATTRIBUTE_POSITION) {
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shader_defs.push("VERTEX_POSITIONS".into());
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vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
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} else if layout.0.contains(Mesh::ATTRIBUTE_POSITION_2D) {
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shader_defs.push("VERTEX_POSITIONS".into());
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shader_defs.push("VERTEX_POSITIONS_2D".into());
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vertex_attributes.push(Mesh::ATTRIBUTE_POSITION_2D.at_shader_location(0));
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}
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if layout.0.contains(Mesh::ATTRIBUTE_NORMAL) {
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@ -10,7 +10,9 @@
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struct Vertex {
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@builtin(instance_index) instance_index: u32,
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#ifdef VERTEX_POSITIONS
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#ifdef VERTEX_POSITIONS_2D
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@location(0) position: vec2<f32>,
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#else ifdef VERTEX_POSITIONS
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@location(0) position: vec3<f32>,
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#endif
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#ifdef VERTEX_NORMALS
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@ -35,10 +37,15 @@ fn vertex(vertex: Vertex) -> VertexOutput {
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#endif
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#ifdef VERTEX_POSITIONS
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#ifdef VERTEX_POSITIONS_2D
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let vertex_position = vec4<f32>(vertex.position, 0.0, 1.0);
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#else
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let vertex_position = vec4<f32>(vertex.position, 1.0);
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#endif
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var world_from_local = mesh_functions::get_world_from_local(vertex.instance_index);
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out.world_position = mesh_functions::mesh2d_position_local_to_world(
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world_from_local,
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vec4<f32>(vertex.position, 1.0)
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vertex_position
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);
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out.position = mesh_functions::mesh2d_position_world_to_clip(out.world_position);
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#endif
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