mirror of
https://github.com/bevyengine/bevy
synced 2024-12-21 02:23:08 +00:00
25bfa80e60
# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
129 lines
3.8 KiB
Rust
129 lines
3.8 KiB
Rust
//! Create a custom material to draw basic lines in 3D
|
|
|
|
use bevy::{
|
|
pbr::{MaterialPipeline, MaterialPipelineKey},
|
|
prelude::*,
|
|
reflect::TypePath,
|
|
render::{
|
|
mesh::{MeshVertexBufferLayoutRef, PrimitiveTopology},
|
|
render_asset::RenderAssetUsages,
|
|
render_resource::{
|
|
AsBindGroup, PolygonMode, RenderPipelineDescriptor, ShaderRef,
|
|
SpecializedMeshPipelineError,
|
|
},
|
|
},
|
|
};
|
|
|
|
/// This example uses a shader source file from the assets subdirectory
|
|
const SHADER_ASSET_PATH: &str = "shaders/line_material.wgsl";
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins((DefaultPlugins, MaterialPlugin::<LineMaterial>::default()))
|
|
.add_systems(Startup, setup)
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<LineMaterial>>,
|
|
) {
|
|
// Spawn a list of lines with start and end points for each lines
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(LineList {
|
|
lines: vec![
|
|
(Vec3::ZERO, Vec3::new(1.0, 1.0, 0.0)),
|
|
(Vec3::new(1.0, 1.0, 0.0), Vec3::new(1.0, 0.0, 0.0)),
|
|
],
|
|
})),
|
|
MeshMaterial3d(materials.add(LineMaterial {
|
|
color: LinearRgba::GREEN,
|
|
})),
|
|
Transform::from_xyz(-1.5, 0.0, 0.0),
|
|
));
|
|
|
|
// Spawn a line strip that goes from point to point
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(LineStrip {
|
|
points: vec![
|
|
Vec3::ZERO,
|
|
Vec3::new(1.0, 1.0, 0.0),
|
|
Vec3::new(1.0, 0.0, 0.0),
|
|
],
|
|
})),
|
|
MeshMaterial3d(materials.add(LineMaterial {
|
|
color: LinearRgba::BLUE,
|
|
})),
|
|
Transform::from_xyz(0.5, 0.0, 0.0),
|
|
));
|
|
|
|
// camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
}
|
|
|
|
#[derive(Asset, TypePath, Default, AsBindGroup, Debug, Clone)]
|
|
struct LineMaterial {
|
|
#[uniform(0)]
|
|
color: LinearRgba,
|
|
}
|
|
|
|
impl Material for LineMaterial {
|
|
fn fragment_shader() -> ShaderRef {
|
|
SHADER_ASSET_PATH.into()
|
|
}
|
|
|
|
fn specialize(
|
|
_pipeline: &MaterialPipeline<Self>,
|
|
descriptor: &mut RenderPipelineDescriptor,
|
|
_layout: &MeshVertexBufferLayoutRef,
|
|
_key: MaterialPipelineKey<Self>,
|
|
) -> Result<(), SpecializedMeshPipelineError> {
|
|
// This is the important part to tell bevy to render this material as a line between vertices
|
|
descriptor.primitive.polygon_mode = PolygonMode::Line;
|
|
Ok(())
|
|
}
|
|
}
|
|
|
|
/// A list of lines with a start and end position
|
|
#[derive(Debug, Clone)]
|
|
struct LineList {
|
|
lines: Vec<(Vec3, Vec3)>,
|
|
}
|
|
|
|
impl From<LineList> for Mesh {
|
|
fn from(line: LineList) -> Self {
|
|
let vertices: Vec<_> = line.lines.into_iter().flat_map(|(a, b)| [a, b]).collect();
|
|
|
|
Mesh::new(
|
|
// This tells wgpu that the positions are list of lines
|
|
// where every pair is a start and end point
|
|
PrimitiveTopology::LineList,
|
|
RenderAssetUsages::RENDER_WORLD,
|
|
)
|
|
// Add the vertices positions as an attribute
|
|
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vertices)
|
|
}
|
|
}
|
|
|
|
/// A list of points that will have a line drawn between each consecutive points
|
|
#[derive(Debug, Clone)]
|
|
struct LineStrip {
|
|
points: Vec<Vec3>,
|
|
}
|
|
|
|
impl From<LineStrip> for Mesh {
|
|
fn from(line: LineStrip) -> Self {
|
|
Mesh::new(
|
|
// This tells wgpu that the positions are a list of points
|
|
// where a line will be drawn between each consecutive point
|
|
PrimitiveTopology::LineStrip,
|
|
RenderAssetUsages::RENDER_WORLD,
|
|
)
|
|
// Add the point positions as an attribute
|
|
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, line.points)
|
|
}
|
|
}
|