 1efc762924
			
		
	
	
		1efc762924
		
			
		
	
	
	
	
		
			
			# Objective
- Introduce a stable alternative to
[`std::any::type_name`](https://doc.rust-lang.org/std/any/fn.type_name.html).
- Rewrite of #5805 with heavy inspiration in design.
- On the path to #5830.
- Part of solving #3327.
## Solution
- Add a `TypePath` trait for static stable type path/name information.
- Add a `TypePath` derive macro.
- Add a `impl_type_path` macro for implementing internal and foreign
types in `bevy_reflect`.
---
## Changelog
- Added `TypePath` trait.
- Added `DynamicTypePath` trait and `get_type_path` method to `Reflect`.
- Added a `TypePath` derive macro.
- Added a `bevy_reflect::impl_type_path` for implementing `TypePath` on
internal and foreign types in `bevy_reflect`.
- Changed `bevy_reflect::utility::(Non)GenericTypeInfoCell` to
`(Non)GenericTypedCell<T>` which allows us to be generic over both
`TypeInfo` and `TypePath`.
- `TypePath` is now a supertrait of `Asset`, `Material` and
`Material2d`.
- `impl_reflect_struct` needs a `#[type_path = "..."]` attribute to be
specified.
- `impl_reflect_value` needs to either specify path starting with a
double colon (`::core::option::Option`) or an `in my_crate::foo`
declaration.
- Added `bevy_reflect_derive::ReflectTypePath`.
- Most uses of `Ident` in `bevy_reflect_derive` changed to use
`ReflectTypePath`.
## Migration Guide
- Implementors of `Asset`, `Material` and `Material2d` now also need to
derive `TypePath`.
- Manual implementors of `Reflect` will need to implement the new
`get_type_path` method.
## Open Questions
- [x] ~This PR currently does not migrate any usages of
`std::any::type_name` to use `bevy_reflect::TypePath` to ease the review
process. Should it?~ Migration will be left to a follow-up PR.
- [ ] This PR adds a lot of `#[derive(TypePath)]` and `T: TypePath` to
satisfy new bounds, mostly when deriving `TypeUuid`. Should we make
`TypePath` a supertrait of `TypeUuid`? [Should we remove `TypeUuid` in
favour of
`TypePath`?](2afbd85532 (r961067892))
		
	
			
		
			
				
	
	
		
			103 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A shader that uses "shaders defs", which selectively toggle parts of a shader.
 | |
| 
 | |
| use bevy::{
 | |
|     pbr::{MaterialPipeline, MaterialPipelineKey},
 | |
|     prelude::*,
 | |
|     reflect::{TypePath, TypeUuid},
 | |
|     render::{
 | |
|         mesh::MeshVertexBufferLayout,
 | |
|         render_resource::{
 | |
|             AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError,
 | |
|         },
 | |
|     },
 | |
| };
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_plugin(MaterialPlugin::<CustomMaterial>::default())
 | |
|         .add_systems(Startup, setup)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| /// set up a simple 3D scene
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<CustomMaterial>>,
 | |
| ) {
 | |
|     // blue cube
 | |
|     commands.spawn(MaterialMeshBundle {
 | |
|         mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
 | |
|         transform: Transform::from_xyz(-1.0, 0.5, 0.0),
 | |
|         material: materials.add(CustomMaterial {
 | |
|             color: Color::BLUE,
 | |
|             is_red: false,
 | |
|         }),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // red cube (with green color overridden by the IS_RED "shader def")
 | |
|     commands.spawn(MaterialMeshBundle {
 | |
|         mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
 | |
|         transform: Transform::from_xyz(1.0, 0.5, 0.0),
 | |
|         material: materials.add(CustomMaterial {
 | |
|             color: Color::GREEN,
 | |
|             is_red: true,
 | |
|         }),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // camera
 | |
|     commands.spawn(Camera3dBundle {
 | |
|         transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|         ..default()
 | |
|     });
 | |
| }
 | |
| 
 | |
| impl Material for CustomMaterial {
 | |
|     fn fragment_shader() -> ShaderRef {
 | |
|         "shaders/shader_defs.wgsl".into()
 | |
|     }
 | |
| 
 | |
|     fn specialize(
 | |
|         _pipeline: &MaterialPipeline<Self>,
 | |
|         descriptor: &mut RenderPipelineDescriptor,
 | |
|         _layout: &MeshVertexBufferLayout,
 | |
|         key: MaterialPipelineKey<Self>,
 | |
|     ) -> Result<(), SpecializedMeshPipelineError> {
 | |
|         if key.bind_group_data.is_red {
 | |
|             let fragment = descriptor.fragment.as_mut().unwrap();
 | |
|             fragment.shader_defs.push("IS_RED".into());
 | |
|         }
 | |
|         Ok(())
 | |
|     }
 | |
| }
 | |
| 
 | |
| // This is the struct that will be passed to your shader
 | |
| #[derive(AsBindGroup, TypeUuid, TypePath, Debug, Clone)]
 | |
| #[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
 | |
| #[bind_group_data(CustomMaterialKey)]
 | |
| pub struct CustomMaterial {
 | |
|     #[uniform(0)]
 | |
|     color: Color,
 | |
|     is_red: bool,
 | |
| }
 | |
| 
 | |
| // This key is used to identify a specific permutation of this material pipeline.
 | |
| // In this case, we specialize on whether or not to configure the "IS_RED" shader def.
 | |
| // Specialization keys should be kept as small / cheap to hash as possible,
 | |
| // as they will be used to look up the pipeline for each drawn entity with this material type.
 | |
| #[derive(Eq, PartialEq, Hash, Clone)]
 | |
| pub struct CustomMaterialKey {
 | |
|     is_red: bool,
 | |
| }
 | |
| 
 | |
| impl From<&CustomMaterial> for CustomMaterialKey {
 | |
|     fn from(material: &CustomMaterial) -> Self {
 | |
|         Self {
 | |
|             is_red: material.is_red,
 | |
|         }
 | |
|     }
 | |
| }
 |