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https://github.com/bevyengine/bevy
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0166db33f7
# Objective #11431 and #11688 implemented meshing support for Bevy's new geometric primitives. The next step is to deprecate the shapes in `bevy_render::mesh::shape` and to later remove them completely for 0.14. ## Solution Deprecate the shapes and reduce code duplication by utilizing the primitive meshing API for the old shapes where possible. Note that some shapes have behavior that can't be exactly reproduced with the new primitives yet: - `Box` is more of an AABB with min/max extents - `Plane` supports a subdivision count - `Quad` has a `flipped` property These types have not been changed to utilize the new primitives yet. --- ## Changelog - Deprecated all shapes in `bevy_render::mesh::shape` - Changed all examples to use new primitives for meshing ## Migration Guide Bevy has previously used rendering-specific types like `UVSphere` and `Quad` for primitive mesh shapes. These have now been deprecated to use the geometric primitives newly introduced in version 0.13. Some examples: ```rust let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0)); let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0)); let before = meshes.add(shape::Quad::default()); let after = meshes.add(Rectangle::default()); let before = meshes.add(shape::Plane::from_size(5.0)); // The surface normal can now also be specified when using `new` let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0)); let before = meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 5, }) .unwrap(), ); let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap()); ```
58 lines
1.6 KiB
Rust
58 lines
1.6 KiB
Rust
//! A shader and a material that uses it.
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use bevy::{
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prelude::*,
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reflect::TypePath,
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render::render_resource::{AsBindGroup, ShaderRef},
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sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
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};
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins,
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Material2dPlugin::<CustomMaterial>::default(),
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))
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.add_systems(Startup, setup)
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.run();
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}
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// Setup a simple 2d scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<CustomMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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// camera
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commands.spawn(Camera2dBundle::default());
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// quad
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commands.spawn(MaterialMesh2dBundle {
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mesh: meshes.add(Rectangle::default()).into(),
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transform: Transform::default().with_scale(Vec3::splat(128.)),
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material: materials.add(CustomMaterial {
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color: Color::BLUE,
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color_texture: Some(asset_server.load("branding/icon.png")),
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}),
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..default()
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});
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}
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// This is the struct that will be passed to your shader
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct CustomMaterial {
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#[uniform(0)]
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color: Color,
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#[texture(1)]
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#[sampler(2)]
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color_texture: Option<Handle<Image>>,
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}
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/// The Material2d trait is very configurable, but comes with sensible defaults for all methods.
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/// You only need to implement functions for features that need non-default behavior. See the Material2d api docs for details!
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impl Material2d for CustomMaterial {
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fn fragment_shader() -> ShaderRef {
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"shaders/custom_material_2d.wgsl".into()
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}
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}
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