bevy/crates/bevy_pbr/src/wireframe.rs
Tim 461305b3d7
Revert "Have EntityCommands methods consume self for easier chaining" (#15523)
As discussed in #15521

- Partial revert of #14897, reverting the change to the methods to
consume `self`
- The `insert_if` method is kept

The migration guide of #14897 should be removed
Closes #15521

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-02 12:47:26 +00:00

246 lines
9.2 KiB
Rust

use crate::{Material, MaterialPipeline, MaterialPipelineKey, MaterialPlugin, MeshMaterial3d};
use bevy_app::{Plugin, Startup, Update};
use bevy_asset::{load_internal_asset, Asset, Assets, Handle};
use bevy_color::{Color, LinearRgba};
use bevy_ecs::prelude::*;
use bevy_reflect::{std_traits::ReflectDefault, Reflect, TypePath};
use bevy_render::{
extract_resource::ExtractResource,
mesh::{Mesh3d, MeshVertexBufferLayoutRef},
prelude::*,
render_resource::*,
};
pub const WIREFRAME_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(192598014480025766);
/// A [`Plugin`] that draws wireframes.
///
/// Wireframes currently do not work when using webgl or webgpu.
/// Supported rendering backends:
/// - DX12
/// - Vulkan
/// - Metal
///
/// This is a native only feature.
#[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.register_type::<Wireframe>()
.register_type::<NoWireframe>()
.register_type::<WireframeConfig>()
.register_type::<WireframeColor>()
.init_resource::<WireframeConfig>()
.add_plugins(MaterialPlugin::<WireframeMaterial>::default())
.add_systems(Startup, setup_global_wireframe_material)
.add_systems(
Update,
(
global_color_changed.run_if(resource_changed::<WireframeConfig>),
wireframe_color_changed,
// Run `apply_global_wireframe_material` after `apply_wireframe_material` so that the global
// wireframe setting is applied to a mesh on the same frame its wireframe marker component is removed.
(apply_wireframe_material, apply_global_wireframe_material).chain(),
),
);
}
}
/// Enables wireframe rendering for any entity it is attached to.
/// It will ignore the [`WireframeConfig`] global setting.
///
/// This requires the [`WireframePlugin`] to be enabled.
#[derive(Component, Debug, Clone, Default, Reflect, Eq, PartialEq)]
#[reflect(Component, Default, Debug, PartialEq)]
pub struct Wireframe;
/// Sets the color of the [`Wireframe`] of the entity it is attached to.
///
/// If this component is present but there's no [`Wireframe`] component,
/// it will still affect the color of the wireframe when [`WireframeConfig::global`] is set to true.
///
/// This overrides the [`WireframeConfig::default_color`].
// TODO: consider caching materials based on this color.
// This could blow up in size if people use random colored wireframes for each mesh.
// It will also be important to remove unused materials from the cache.
#[derive(Component, Debug, Clone, Default, Reflect)]
#[reflect(Component, Default, Debug)]
pub struct WireframeColor {
pub color: Color,
}
/// Disables wireframe rendering for any entity it is attached to.
/// It will ignore the [`WireframeConfig`] global setting.
///
/// This requires the [`WireframePlugin`] to be enabled.
#[derive(Component, Debug, Clone, Default, Reflect, Eq, PartialEq)]
#[reflect(Component, Default, Debug, PartialEq)]
pub struct NoWireframe;
#[derive(Resource, Debug, Clone, Default, ExtractResource, Reflect)]
#[reflect(Resource, Debug, Default)]
pub struct WireframeConfig {
/// Whether to show wireframes for all meshes.
/// Can be overridden for individual meshes by adding a [`Wireframe`] or [`NoWireframe`] component.
pub global: bool,
/// If [`Self::global`] is set, any [`Entity`] that does not have a [`Wireframe`] component attached to it will have
/// wireframes using this color. Otherwise, this will be the fallback color for any entity that has a [`Wireframe`],
/// but no [`WireframeColor`].
pub default_color: Color,
}
#[derive(Resource)]
struct GlobalWireframeMaterial {
// This handle will be reused when the global config is enabled
handle: Handle<WireframeMaterial>,
}
fn setup_global_wireframe_material(
mut commands: Commands,
mut materials: ResMut<Assets<WireframeMaterial>>,
config: Res<WireframeConfig>,
) {
// Create the handle used for the global material
commands.insert_resource(GlobalWireframeMaterial {
handle: materials.add(WireframeMaterial {
color: config.default_color.into(),
}),
});
}
/// Updates the wireframe material of all entities without a [`WireframeColor`] or without a [`Wireframe`] component
fn global_color_changed(
config: Res<WireframeConfig>,
mut materials: ResMut<Assets<WireframeMaterial>>,
global_material: Res<GlobalWireframeMaterial>,
) {
if let Some(global_material) = materials.get_mut(&global_material.handle) {
global_material.color = config.default_color.into();
}
}
/// Updates the wireframe material when the color in [`WireframeColor`] changes
#[allow(clippy::type_complexity)]
fn wireframe_color_changed(
mut materials: ResMut<Assets<WireframeMaterial>>,
mut colors_changed: Query<
(&mut MeshMaterial3d<WireframeMaterial>, &WireframeColor),
(With<Wireframe>, Changed<WireframeColor>),
>,
) {
for (mut handle, wireframe_color) in &mut colors_changed {
handle.0 = materials.add(WireframeMaterial {
color: wireframe_color.color.into(),
});
}
}
/// Applies or remove the wireframe material to any mesh with a [`Wireframe`] component, and removes it
/// for any mesh with a [`NoWireframe`] component.
fn apply_wireframe_material(
mut commands: Commands,
mut materials: ResMut<Assets<WireframeMaterial>>,
wireframes: Query<
(Entity, Option<&WireframeColor>),
(With<Wireframe>, Without<MeshMaterial3d<WireframeMaterial>>),
>,
no_wireframes: Query<Entity, (With<NoWireframe>, With<MeshMaterial3d<WireframeMaterial>>)>,
mut removed_wireframes: RemovedComponents<Wireframe>,
global_material: Res<GlobalWireframeMaterial>,
) {
for e in removed_wireframes.read().chain(no_wireframes.iter()) {
if let Some(mut commands) = commands.get_entity(e) {
commands.remove::<MeshMaterial3d<WireframeMaterial>>();
}
}
let mut material_to_spawn = vec![];
for (e, maybe_color) in &wireframes {
let material = get_wireframe_material(maybe_color, &mut materials, &global_material);
material_to_spawn.push((e, MeshMaterial3d(material)));
}
commands.insert_or_spawn_batch(material_to_spawn);
}
type WireframeFilter = (With<Mesh3d>, Without<Wireframe>, Without<NoWireframe>);
/// Applies or removes a wireframe material on any mesh without a [`Wireframe`] or [`NoWireframe`] component.
fn apply_global_wireframe_material(
mut commands: Commands,
config: Res<WireframeConfig>,
meshes_without_material: Query<
(Entity, Option<&WireframeColor>),
(WireframeFilter, Without<MeshMaterial3d<WireframeMaterial>>),
>,
meshes_with_global_material: Query<
Entity,
(WireframeFilter, With<MeshMaterial3d<WireframeMaterial>>),
>,
global_material: Res<GlobalWireframeMaterial>,
mut materials: ResMut<Assets<WireframeMaterial>>,
) {
if config.global {
let mut material_to_spawn = vec![];
for (e, maybe_color) in &meshes_without_material {
let material = get_wireframe_material(maybe_color, &mut materials, &global_material);
// We only add the material handle but not the Wireframe component
// This makes it easy to detect which mesh is using the global material and which ones are user specified
material_to_spawn.push((e, MeshMaterial3d(material)));
}
commands.insert_or_spawn_batch(material_to_spawn);
} else {
for e in &meshes_with_global_material {
commands
.entity(e)
.remove::<MeshMaterial3d<WireframeMaterial>>();
}
}
}
/// Gets an handle to a wireframe material with a fallback on the default material
fn get_wireframe_material(
maybe_color: Option<&WireframeColor>,
wireframe_materials: &mut Assets<WireframeMaterial>,
global_material: &GlobalWireframeMaterial,
) -> Handle<WireframeMaterial> {
if let Some(wireframe_color) = maybe_color {
wireframe_materials.add(WireframeMaterial {
color: wireframe_color.color.into(),
})
} else {
// If there's no color specified we can use the global material since it's already set to use the default_color
global_material.handle.clone()
}
}
#[derive(Default, AsBindGroup, TypePath, Debug, Clone, Asset)]
pub struct WireframeMaterial {
#[uniform(0)]
pub color: LinearRgba,
}
impl Material for WireframeMaterial {
fn fragment_shader() -> ShaderRef {
WIREFRAME_SHADER_HANDLE.into()
}
fn specialize(
_pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
_layout: &MeshVertexBufferLayoutRef,
_key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
descriptor.primitive.polygon_mode = PolygonMode::Line;
if let Some(depth_stencil) = descriptor.depth_stencil.as_mut() {
depth_stencil.bias.slope_scale = 1.0;
}
Ok(())
}
}