# 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))
		
	
			
		
			
				
	
	
		
			91 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			91 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A shader that uses the GLSL shading language.
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use bevy::{
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    pbr::{MaterialPipeline, MaterialPipelineKey},
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    prelude::*,
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    reflect::{TypePath, TypeUuid},
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    render::{
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        mesh::MeshVertexBufferLayout,
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        render_resource::{
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            AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError,
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        },
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    },
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};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_plugin(MaterialPlugin::<CustomMaterial>::default())
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        .add_systems(Startup, setup)
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        .run();
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}
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/// set up a simple 3D scene
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fn setup(
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    mut commands: Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<CustomMaterial>>,
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    asset_server: Res<AssetServer>,
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) {
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    // cube
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    commands.spawn(MaterialMeshBundle {
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        mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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        transform: Transform::from_xyz(0.0, 0.5, 0.0),
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        material: materials.add(CustomMaterial {
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            color: Color::BLUE,
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            color_texture: Some(asset_server.load("branding/icon.png")),
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            alpha_mode: AlphaMode::Blend,
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        }),
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        ..default()
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    });
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    // camera
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    commands.spawn(Camera3dBundle {
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        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..default()
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    });
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}
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// This is the struct that will be passed to your shader
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#[derive(AsBindGroup, Clone, TypeUuid, TypePath)]
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#[uuid = "4ee9c363-1124-4113-890e-199d81b00281"]
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pub struct CustomMaterial {
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    #[uniform(0)]
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    color: Color,
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    #[texture(1)]
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    #[sampler(2)]
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    color_texture: Option<Handle<Image>>,
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    alpha_mode: AlphaMode,
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}
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/// The Material trait is very configurable, but comes with sensible defaults for all methods.
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/// You only need to implement functions for features that need non-default behavior. See the Material api docs for details!
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/// When using the GLSL shading language for your shader, the specialize method must be overridden.
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impl Material for CustomMaterial {
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    fn vertex_shader() -> ShaderRef {
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        "shaders/custom_material.vert".into()
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    }
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    fn fragment_shader() -> ShaderRef {
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        "shaders/custom_material.frag".into()
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    }
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    fn alpha_mode(&self) -> AlphaMode {
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        self.alpha_mode
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    }
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    // Bevy assumes by default that vertex shaders use the "vertex" entry point
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    // and fragment shaders use the "fragment" entry point (for WGSL shaders).
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    // GLSL uses "main" as the entry point, so we must override the defaults here
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    fn specialize(
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        _pipeline: &MaterialPipeline<Self>,
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        descriptor: &mut RenderPipelineDescriptor,
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        _layout: &MeshVertexBufferLayout,
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        _key: MaterialPipelineKey<Self>,
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    ) -> Result<(), SpecializedMeshPipelineError> {
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        descriptor.vertex.entry_point = "main".into();
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        descriptor.fragment.as_mut().unwrap().entry_point = "main".into();
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        Ok(())
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    }
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}
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