remove mandatory mesh attributes (#6127)
# Objective - It's possible to create a mesh without positions or normals, but currently bevy forces these attributes to be present on any mesh. ## Solution - Don't assume these attributes are present and add a shader defs for each attributes - I updated 2d and 3d meshes to use the same logic. --- ## Changelog - Meshes don't require any attributes # Notes I didn't update the pbr.wgsl shader because I'm not sure how to handle it. It doesn't really make sense to use it without positions or normals.
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@ -566,12 +566,19 @@ impl SpecializedMeshPipeline for MeshPipeline {
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key: Self::Key,
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layout: &MeshVertexBufferLayout,
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) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
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let mut vertex_attributes = vec![
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Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
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Mesh::ATTRIBUTE_NORMAL.at_shader_location(1),
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];
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let mut shader_defs = Vec::new();
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let mut vertex_attributes = Vec::new();
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if layout.contains(Mesh::ATTRIBUTE_POSITION) {
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shader_defs.push(String::from("VERTEX_POSITIONS"));
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vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
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}
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if layout.contains(Mesh::ATTRIBUTE_NORMAL) {
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shader_defs.push(String::from("VERTEX_NORMALS"));
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vertex_attributes.push(Mesh::ATTRIBUTE_NORMAL.at_shader_location(1));
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}
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if layout.contains(Mesh::ATTRIBUTE_UV_0) {
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shader_defs.push(String::from("VERTEX_UVS"));
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vertex_attributes.push(Mesh::ATTRIBUTE_UV_0.at_shader_location(2));
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@ -5,8 +5,12 @@
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#import bevy_pbr::mesh_functions
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struct Vertex {
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#ifdef VERTEX_POSITIONS
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@location(0) position: vec3<f32>,
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#endif
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#ifdef VERTEX_NORMALS
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@location(1) normal: vec3<f32>,
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#endif
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#ifdef VERTEX_UVS
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@location(2) uv: vec2<f32>,
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#endif
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@ -30,6 +34,8 @@ struct VertexOutput {
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@vertex
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fn vertex(vertex: Vertex) -> VertexOutput {
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var out: VertexOutput;
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#ifdef VERTEX_NORMALS
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#ifdef SKINNED
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var model = skin_model(vertex.joint_indices, vertex.joint_weights);
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out.world_normal = skin_normals(model, vertex.normal);
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@ -37,18 +43,25 @@ fn vertex(vertex: Vertex) -> VertexOutput {
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var model = mesh.model;
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out.world_normal = mesh_normal_local_to_world(vertex.normal);
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#endif
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#endif
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#ifdef VERTEX_POSITIONS
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out.world_position = mesh_position_local_to_world(model, vec4<f32>(vertex.position, 1.0));
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out.clip_position = mesh_position_world_to_clip(out.world_position);
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#endif
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#ifdef VERTEX_UVS
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out.uv = vertex.uv;
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#endif
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#ifdef VERTEX_TANGENTS
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out.world_tangent = mesh_tangent_local_to_world(model, vertex.tangent);
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#endif
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#ifdef VERTEX_COLORS
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out.color = vertex.color;
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#endif
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out.clip_position = mesh_position_world_to_clip(out.world_position);
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return out;
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}
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@ -325,13 +325,24 @@ impl SpecializedMeshPipeline for Mesh2dPipeline {
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key: Self::Key,
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layout: &MeshVertexBufferLayout,
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) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
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let mut vertex_attributes = vec![
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Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
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Mesh::ATTRIBUTE_NORMAL.at_shader_location(1),
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Mesh::ATTRIBUTE_UV_0.at_shader_location(2),
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];
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let mut shader_defs = Vec::new();
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let mut vertex_attributes = Vec::new();
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if layout.contains(Mesh::ATTRIBUTE_POSITION) {
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shader_defs.push(String::from("VERTEX_POSITIONS"));
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vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
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}
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if layout.contains(Mesh::ATTRIBUTE_NORMAL) {
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shader_defs.push(String::from("VERTEX_NORMALS"));
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vertex_attributes.push(Mesh::ATTRIBUTE_NORMAL.at_shader_location(1));
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}
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if layout.contains(Mesh::ATTRIBUTE_UV_0) {
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shader_defs.push(String::from("VERTEX_UVS"));
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vertex_attributes.push(Mesh::ATTRIBUTE_UV_0.at_shader_location(2));
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}
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if layout.contains(Mesh::ATTRIBUTE_TANGENT) {
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shader_defs.push(String::from("VERTEX_TANGENTS"));
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vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3));
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@ -5,9 +5,15 @@
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#import bevy_sprite::mesh2d_functions
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struct Vertex {
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#ifdef VERTEX_POSITIONS
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@location(0) position: vec3<f32>,
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#endif
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#ifdef VERTEX_NORMALS
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@location(1) normal: vec3<f32>,
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#endif
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#ifdef VERTEX_UVS
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@location(2) uv: vec2<f32>,
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#endif
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#ifdef VERTEX_TANGENTS
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@location(3) tangent: vec4<f32>,
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#endif
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@ -24,13 +30,24 @@ struct VertexOutput {
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@vertex
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fn vertex(vertex: Vertex) -> VertexOutput {
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var out: VertexOutput;
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#ifdef VERTEX_UVS
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out.uv = vertex.uv;
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#endif
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#ifdef VERTEX_POSITIONS
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out.world_position = mesh2d_position_local_to_world(mesh.model, vec4<f32>(vertex.position, 1.0));
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out.clip_position = mesh2d_position_world_to_clip(out.world_position);
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#endif
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#ifdef VERTEX_NORMALS
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out.world_normal = mesh2d_normal_local_to_world(vertex.normal);
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#endif
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#ifdef VERTEX_TANGENTS
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out.world_tangent = mesh2d_tangent_local_to_world(mesh.model, vertex.tangent);
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#endif
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#ifdef VERTEX_COLORS
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out.color = vertex.color;
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#endif
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@ -44,5 +61,9 @@ struct FragmentInput {
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@fragment
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fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
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#ifdef VERTEX_COLORS
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return in.color;
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#else
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return vec4<f32>(1.0, 0.0, 1.0, 1.0);
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#endif
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}
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