mirror of
https://github.com/bevyengine/bevy
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efda7f3f9c
Takes the first two commits from #15375 and adds suggestions from this comment: https://github.com/bevyengine/bevy/pull/15375#issuecomment-2366968300 See #15375 for more reasoning/motivation. ## Rebasing (rerunning) ```rust git switch simpler-lint-fixes git reset --hard main cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate cargo fmt --all git add --update git commit --message "rustfmt" cargo clippy --workspace --all-targets --all-features --fix cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate cargo fmt --all git add --update git commit --message "clippy" git cherry-pick e6c0b94f6795222310fb812fa5c4512661fc7887 ```
94 lines
3.1 KiB
Rust
94 lines
3.1 KiB
Rust
//! Renders a glTF mesh in 2D with a custom vertex attribute.
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use bevy::{
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gltf::GltfPlugin,
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prelude::*,
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reflect::TypePath,
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render::{
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mesh::{MeshVertexAttribute, MeshVertexBufferLayoutRef},
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render_resource::*,
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},
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sprite::{Material2d, Material2dKey, Material2dPlugin, MaterialMesh2dBundle, Mesh2dHandle},
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};
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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/custom_gltf_2d.wgsl";
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/// This vertex attribute supplies barycentric coordinates for each triangle.
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///
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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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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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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(
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GltfAssetLabel::Primitive {
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mesh: 0,
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primitive: 0,
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}
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.from_asset("models/barycentric/barycentric.gltf"),
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);
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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(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct CustomMaterial {}
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impl Material2d for CustomMaterial {
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fn vertex_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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fn fragment_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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fn specialize(
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descriptor: &mut RenderPipelineDescriptor,
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layout: &MeshVertexBufferLayoutRef,
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_key: Material2dKey<Self>,
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) -> Result<(), SpecializedMeshPipelineError> {
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let vertex_layout = layout.0.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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