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https://github.com/bevyengine/bevy
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# Objective
- Introduce a stable alternative to
[`std::any::type_name`](https://doc.rust-lang.org/std/any/fn.type_name.html).
- Rewrite of #5805 with heavy inspiration in design.
- On the path to #5830.
- Part of solving #3327.
## Solution
- Add a `TypePath` trait for static stable type path/name information.
- Add a `TypePath` derive macro.
- Add a `impl_type_path` macro for implementing internal and foreign
types in `bevy_reflect`.
---
## Changelog
- Added `TypePath` trait.
- Added `DynamicTypePath` trait and `get_type_path` method to `Reflect`.
- Added a `TypePath` derive macro.
- Added a `bevy_reflect::impl_type_path` for implementing `TypePath` on
internal and foreign types in `bevy_reflect`.
- Changed `bevy_reflect::utility::(Non)GenericTypeInfoCell` to
`(Non)GenericTypedCell<T>` which allows us to be generic over both
`TypeInfo` and `TypePath`.
- `TypePath` is now a supertrait of `Asset`, `Material` and
`Material2d`.
- `impl_reflect_struct` needs a `#[type_path = "..."]` attribute to be
specified.
- `impl_reflect_value` needs to either specify path starting with a
double colon (`::core::option::Option`) or an `in my_crate::foo`
declaration.
- Added `bevy_reflect_derive::ReflectTypePath`.
- Most uses of `Ident` in `bevy_reflect_derive` changed to use
`ReflectTypePath`.
## Migration Guide
- Implementors of `Asset`, `Material` and `Material2d` now also need to
derive `TypePath`.
- Manual implementors of `Reflect` will need to implement the new
`get_type_path` method.
## Open Questions
- [x] ~This PR currently does not migrate any usages of
`std::any::type_name` to use `bevy_reflect::TypePath` to ease the review
process. Should it?~ Migration will be left to a follow-up PR.
- [ ] This PR adds a lot of `#[derive(TypePath)]` and `T: TypePath` to
satisfy new bounds, mostly when deriving `TypeUuid`. Should we make
`TypePath` a supertrait of `TypeUuid`? [Should we remove `TypeUuid` in
favour of
`TypePath`?](2afbd85532 (r961067892)
)
83 lines
3 KiB
Rust
83 lines
3 KiB
Rust
//! Renders a glTF mesh in 2D with a custom vertex attribute.
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use bevy::gltf::GltfPlugin;
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use bevy::prelude::*;
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use bevy::reflect::{TypePath, TypeUuid};
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use bevy::render::mesh::{MeshVertexAttribute, MeshVertexBufferLayout};
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use bevy::render::render_resource::*;
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use bevy::sprite::{
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Material2d, Material2dKey, Material2dPlugin, MaterialMesh2dBundle, Mesh2dHandle,
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};
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/// This vertex attribute supplies barycentric coordinates for each triangle.
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/// Each component of the vector corresponds to one corner of a triangle. It's
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/// equal to 1.0 in that corner and 0.0 in the other two. Hence, its value in
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/// the fragment shader indicates proximity to a corner or the opposite edge.
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const ATTRIBUTE_BARYCENTRIC: MeshVertexAttribute =
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MeshVertexAttribute::new("Barycentric", 2137464976, VertexFormat::Float32x3);
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fn main() {
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App::new()
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.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 1.0 / 5.0f32,
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})
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.add_plugins(
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DefaultPlugins.set(
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GltfPlugin::default()
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// Map a custom glTF attribute name to a `MeshVertexAttribute`.
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.add_custom_vertex_attribute("_BARYCENTRIC", ATTRIBUTE_BARYCENTRIC),
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),
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)
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.add_plugin(Material2dPlugin::<CustomMaterial>::default())
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut materials: ResMut<Assets<CustomMaterial>>,
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) {
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// Add a mesh loaded from a glTF file. This mesh has data for `ATTRIBUTE_BARYCENTRIC`.
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let mesh = asset_server.load("models/barycentric/barycentric.gltf#Mesh0/Primitive0");
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commands.spawn(MaterialMesh2dBundle {
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mesh: Mesh2dHandle(mesh),
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material: materials.add(CustomMaterial {}),
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transform: Transform::from_scale(150.0 * Vec3::ONE),
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..default()
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});
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// Add a camera
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commands.spawn(Camera2dBundle { ..default() });
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}
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/// This custom material uses barycentric coordinates from
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/// `ATTRIBUTE_BARYCENTRIC` to shade a white border around each triangle. The
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/// thickness of the border is animated using the global time shader uniform.
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#[derive(AsBindGroup, TypeUuid, TypePath, Debug, Clone)]
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#[uuid = "50ffce9e-1582-42e9-87cb-2233724426c0"]
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struct CustomMaterial {}
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impl Material2d for CustomMaterial {
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fn fragment_shader() -> ShaderRef {
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"shaders/custom_gltf_2d.wgsl".into()
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}
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fn vertex_shader() -> ShaderRef {
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"shaders/custom_gltf_2d.wgsl".into()
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}
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fn specialize(
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descriptor: &mut RenderPipelineDescriptor,
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layout: &MeshVertexBufferLayout,
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_key: Material2dKey<Self>,
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) -> Result<(), SpecializedMeshPipelineError> {
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let vertex_layout = layout.get_layout(&[
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Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
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Mesh::ATTRIBUTE_COLOR.at_shader_location(1),
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ATTRIBUTE_BARYCENTRIC.at_shader_location(2),
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])?;
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descriptor.vertex.buffers = vec![vertex_layout];
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Ok(())
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}
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}
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