add a 3d lines example (#5319)

# Objective

- Showcase how to use a `Material` and `Mesh` to spawn 3d lines

![image](https://user-images.githubusercontent.com/8348954/179034236-ebc07f90-3eb5-46cc-8fc1-be7e6bf983fb.png)

## Solution

- Add an example using a simple `Material` and `Mesh` definition to draw a 3d line
	- Shows how to use `LineList` and `LineStrip` in combination with a specialized `Material`

## Notes

This isn't just a primitive shape because it needs a special Material, but I think it's a good showcase of the power of the `Material` and `AsBindGroup` abstractions. All of this is easy to figure out when you know these options are a thing, but I think they are hard to discover which is why I think this should be an example and not shipped with bevy.

Co-authored-by: Charles <IceSentry@users.noreply.github.com>
This commit is contained in:
Charles 2022-07-15 22:37:05 +00:00
parent 44566dbab7
commit 6b34e81f00
4 changed files with 172 additions and 1 deletions

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@ -13,7 +13,15 @@ repository = "https://github.com/bevyengine/bevy"
[workspace] [workspace]
exclude = ["benches", "crates/bevy_ecs_compile_fail_tests"] exclude = ["benches", "crates/bevy_ecs_compile_fail_tests"]
members = ["crates/*", "examples/ios", "tools/ci", "tools/spancmp", "tools/build-example-pages", "tools/build-wasm-example", "errors"] members = [
"crates/*",
"examples/ios",
"tools/ci",
"tools/spancmp",
"tools/build-example-pages",
"tools/build-wasm-example",
"errors",
]
[features] [features]
default = [ default = [
@ -281,6 +289,16 @@ description = "Illustrates various lighting options in a simple scene"
category = "3D Rendering" category = "3D Rendering"
wasm = true wasm = true
[[example]]
name = "lines"
path = "examples/3d/lines.rs"
[package.metadata.example.lines]
name = "Lines"
description = "Create a custom material to draw 3d lines"
category = "3D Rendering"
wasm = true
[[example]] [[example]]
name = "spotlight" name = "spotlight"
path = "examples/3d/spotlight.rs" path = "examples/3d/spotlight.rs"

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@ -0,0 +1,11 @@
struct LineMaterial {
color: vec4<f32>;
};
[[group(1), binding(0)]]
var<uniform> material: LineMaterial;
[[stage(fragment)]]
fn fragment() -> [[location(0)]] vec4<f32> {
return material.color;
}

141
examples/3d/lines.rs Normal file
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@ -0,0 +1,141 @@
//! Create a custom material to draw basic lines in 3D
use bevy::{
pbr::{MaterialPipeline, MaterialPipelineKey},
prelude::*,
reflect::TypeUuid,
render::{
mesh::{MeshVertexBufferLayout, PrimitiveTopology},
render_resource::{
AsBindGroup, PolygonMode, RenderPipelineDescriptor, ShaderRef,
SpecializedMeshPipelineError,
},
},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(MaterialPlugin::<LineMaterial>::default())
.add_startup_system(setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<LineMaterial>>,
) {
// Spawn a list of lines with start and end points for each lines
commands.spawn().insert_bundle(MaterialMeshBundle {
mesh: meshes.add(Mesh::from(LineList {
lines: vec![
(Vec3::ZERO, Vec3::new(1.0, 1.0, 0.0)),
(Vec3::new(1.0, 1.0, 0.0), Vec3::new(1.0, 0.0, 0.0)),
],
})),
transform: Transform::from_xyz(-1.5, 0.0, 0.0),
material: materials.add(LineMaterial {
color: Color::GREEN,
}),
..default()
});
// Spawn a line strip that goes from point to point
commands.spawn().insert_bundle(MaterialMeshBundle {
mesh: meshes.add(Mesh::from(LineStrip {
points: vec![
Vec3::ZERO,
Vec3::new(1.0, 1.0, 0.0),
Vec3::new(1.0, 0.0, 0.0),
],
})),
transform: Transform::from_xyz(0.5, 0.0, 0.0),
material: materials.add(LineMaterial { color: Color::BLUE }),
..default()
});
// camera
commands.spawn_bundle(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
#[derive(Default, AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "050ce6ac-080a-4d8c-b6b5-b5bab7560d8f"]
struct LineMaterial {
#[uniform(0)]
color: Color,
}
impl Material for LineMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/line_material.wgsl".into()
}
fn specialize(
_pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
_layout: &MeshVertexBufferLayout,
_key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
// This is the important part to tell bevy to render this material as a line between vertices
descriptor.primitive.polygon_mode = PolygonMode::Line;
Ok(())
}
}
/// A list of lines with a start and end position
#[derive(Debug, Clone)]
pub struct LineList {
pub lines: Vec<(Vec3, Vec3)>,
}
impl From<LineList> for Mesh {
fn from(line: LineList) -> Self {
let mut vertices = vec![];
let mut normals = vec![];
for (start, end) in line.lines {
vertices.push(start.to_array());
vertices.push(end.to_array());
normals.push(Vec3::ZERO.to_array());
normals.push(Vec3::ZERO.to_array());
}
// This tells wgpu that the positions are list of lines
// where every pair is a start and end point
let mut mesh = Mesh::new(PrimitiveTopology::LineList);
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertices);
// Normals are currently required by bevy, but they aren't used by the [`LineMaterial`]
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
mesh
}
}
/// A list of points that will have a line drawn between each consecutive points
#[derive(Debug, Clone)]
pub struct LineStrip {
pub points: Vec<Vec3>,
}
impl From<LineStrip> for Mesh {
fn from(line: LineStrip) -> Self {
let mut vertices = vec![];
let mut normals = vec![];
for pos in line.points {
vertices.push(pos.to_array());
normals.push(Vec3::ZERO.to_array());
}
// This tells wgpu that the positions are a list of points
// where a line will be drawn between each consecutive point
let mut mesh = Mesh::new(PrimitiveTopology::LineStrip);
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertices);
// Normals are currently required by bevy, but they aren't used by the [`LineMaterial`]
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
mesh
}
}

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@ -107,6 +107,7 @@ Example | Description
[3D Scene](../examples/3d/3d_scene.rs) | Simple 3D scene with basic shapes and lighting [3D Scene](../examples/3d/3d_scene.rs) | Simple 3D scene with basic shapes and lighting
[3D Shapes](../examples/3d/shapes.rs) | A scene showcasing the built-in 3D shapes [3D Shapes](../examples/3d/shapes.rs) | A scene showcasing the built-in 3D shapes
[Lighting](../examples/3d/lighting.rs) | Illustrates various lighting options in a simple scene [Lighting](../examples/3d/lighting.rs) | Illustrates various lighting options in a simple scene
[Lines](../examples/3d/lines.rs) | Create a custom material to draw 3d lines
[Load glTF](../examples/3d/load_gltf.rs) | Loads and renders a glTF file as a scene [Load glTF](../examples/3d/load_gltf.rs) | Loads and renders a glTF file as a scene
[MSAA](../examples/3d/msaa.rs) | Configures MSAA (Multi-Sample Anti-Aliasing) for smoother edges [MSAA](../examples/3d/msaa.rs) | Configures MSAA (Multi-Sample Anti-Aliasing) for smoother edges
[Orthographic View](../examples/3d/orthographic.rs) | Shows how to create a 3D orthographic view (for isometric-look in games or CAD applications) [Orthographic View](../examples/3d/orthographic.rs) | Shows how to create a 3D orthographic view (for isometric-look in games or CAD applications)