use crate::MeshPipeline; use crate::{DrawMesh, MeshPipelineKey, MeshUniform, SetMeshBindGroup, SetMeshViewBindGroup}; use bevy_app::Plugin; use bevy_asset::{load_internal_asset, Handle, HandleUntyped}; use bevy_core_pipeline::Opaque3d; use bevy_ecs::{prelude::*, reflect::ReflectComponent}; use bevy_reflect::{Reflect, TypeUuid}; use bevy_render::render_resource::PolygonMode; use bevy_render::{ mesh::Mesh, render_asset::RenderAssets, render_phase::{AddRenderCommand, DrawFunctions, RenderPhase, SetItemPipeline}, render_resource::{RenderPipelineCache, Shader, SpecializedPipeline, SpecializedPipelines}, view::{ExtractedView, Msaa}, RenderApp, RenderStage, }; pub const WIREFRAME_SHADER_HANDLE: HandleUntyped = HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 192598014480025766); #[derive(Debug, Default)] pub struct WireframePlugin; impl Plugin for WireframePlugin { fn build(&self, app: &mut bevy_app::App) { load_internal_asset!( app, WIREFRAME_SHADER_HANDLE, "render/wireframe.wgsl", Shader::from_wgsl ); app.init_resource::(); if let Ok(render_app) = app.get_sub_app_mut(RenderApp) { render_app .add_render_command::() .init_resource::() .init_resource::>() .add_system_to_stage(RenderStage::Extract, extract_wireframes) .add_system_to_stage(RenderStage::Extract, extract_wireframe_config) .add_system_to_stage(RenderStage::Queue, queue_wireframes); } } } fn extract_wireframe_config(mut commands: Commands, wireframe_config: Res) { if wireframe_config.is_added() || wireframe_config.is_changed() { commands.insert_resource(wireframe_config.into_inner().clone()); } } fn extract_wireframes(mut commands: Commands, query: Query>) { for entity in query.iter() { commands.get_or_spawn(entity).insert(Wireframe); } } /// Controls whether an entity should rendered in wireframe-mode if the [`WireframePlugin`] is enabled #[derive(Component, Debug, Clone, Default, Reflect)] #[reflect(Component)] pub struct Wireframe; #[derive(Debug, Clone, Default)] pub struct WireframeConfig { /// Whether to show wireframes for all meshes. If `false`, only meshes with a [Wireframe] component will be rendered. pub global: bool, } pub struct WireframePipeline { mesh_pipeline: MeshPipeline, shader: Handle, } impl FromWorld for WireframePipeline { fn from_world(render_world: &mut World) -> Self { WireframePipeline { mesh_pipeline: render_world.get_resource::().unwrap().clone(), shader: WIREFRAME_SHADER_HANDLE.typed(), } } } impl SpecializedPipeline for WireframePipeline { type Key = MeshPipelineKey; fn specialize(&self, key: Self::Key) -> bevy_render::render_resource::RenderPipelineDescriptor { let mut descriptor = self.mesh_pipeline.specialize(key); descriptor.vertex.shader = self.shader.clone_weak(); descriptor.fragment.as_mut().unwrap().shader = self.shader.clone_weak(); descriptor.primitive.polygon_mode = PolygonMode::Line; descriptor.depth_stencil.as_mut().unwrap().bias.slope_scale = 1.0; descriptor } } #[allow(clippy::too_many_arguments)] fn queue_wireframes( opaque_3d_draw_functions: Res>, render_meshes: Res>, wireframe_config: Res, wireframe_pipeline: Res, mut pipeline_cache: ResMut, mut specialized_pipelines: ResMut>, msaa: Res, mut material_meshes: QuerySet<( QueryState<(Entity, &Handle, &MeshUniform)>, QueryState<(Entity, &Handle, &MeshUniform), With>, )>, mut views: Query<(&ExtractedView, &mut RenderPhase)>, ) { let draw_custom = opaque_3d_draw_functions .read() .get_id::() .unwrap(); let key = MeshPipelineKey::from_msaa_samples(msaa.samples); for (view, mut transparent_phase) in views.iter_mut() { let view_matrix = view.transform.compute_matrix(); let view_row_2 = view_matrix.row(2); let add_render_phase = |(entity, mesh_handle, mesh_uniform): (Entity, &Handle, &MeshUniform)| { if let Some(mesh) = render_meshes.get(mesh_handle) { let key = key | MeshPipelineKey::from_primitive_topology(mesh.primitive_topology); transparent_phase.add(Opaque3d { entity, pipeline: specialized_pipelines.specialize( &mut pipeline_cache, &wireframe_pipeline, key, ), draw_function: draw_custom, distance: view_row_2.dot(mesh_uniform.transform.col(3)), }); } }; if wireframe_config.global { material_meshes.q0().iter().for_each(add_render_phase); } else { material_meshes.q1().iter().for_each(add_render_phase); } } } type DrawWireframes = ( SetItemPipeline, SetMeshViewBindGroup<0>, SetMeshBindGroup<1>, DrawMesh, );