 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))
		
	
			
		
			
				
	
	
		
			84 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			84 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Renders a glTF mesh in 2D with a custom vertex attribute.
 | |
| 
 | |
| use bevy::gltf::GltfPlugin;
 | |
| use bevy::prelude::*;
 | |
| use bevy::reflect::{TypePath, TypeUuid};
 | |
| use bevy::render::mesh::{MeshVertexAttribute, MeshVertexBufferLayout};
 | |
| use bevy::render::render_resource::*;
 | |
| use bevy::sprite::{
 | |
|     Material2d, Material2dKey, Material2dPlugin, MaterialMesh2dBundle, Mesh2dHandle,
 | |
| };
 | |
| 
 | |
| /// This vertex attribute supplies barycentric coordinates for each triangle.
 | |
| /// Each component of the vector corresponds to one corner of a triangle. It's
 | |
| /// equal to 1.0 in that corner and 0.0 in the other two. Hence, its value in
 | |
| /// the fragment shader indicates proximity to a corner or the opposite edge.
 | |
| const ATTRIBUTE_BARYCENTRIC: MeshVertexAttribute =
 | |
|     MeshVertexAttribute::new("Barycentric", 2137464976, VertexFormat::Float32x3);
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .insert_resource(AmbientLight {
 | |
|             color: Color::WHITE,
 | |
|             brightness: 1.0 / 5.0f32,
 | |
|         })
 | |
|         .add_plugins(
 | |
|             DefaultPlugins.set(
 | |
|                 GltfPlugin::default()
 | |
|                     // Map a custom glTF attribute name to a `MeshVertexAttribute`.
 | |
|                     .add_custom_vertex_attribute("_BARYCENTRIC", ATTRIBUTE_BARYCENTRIC),
 | |
|             ),
 | |
|         )
 | |
|         .add_plugin(Material2dPlugin::<CustomMaterial>::default())
 | |
|         .add_systems(Startup, setup)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     asset_server: Res<AssetServer>,
 | |
|     mut materials: ResMut<Assets<CustomMaterial>>,
 | |
| ) {
 | |
|     // Add a mesh loaded from a glTF file. This mesh has data for `ATTRIBUTE_BARYCENTRIC`.
 | |
|     let mesh = asset_server.load("models/barycentric/barycentric.gltf#Mesh0/Primitive0");
 | |
|     commands.spawn(MaterialMesh2dBundle {
 | |
|         mesh: Mesh2dHandle(mesh),
 | |
|         material: materials.add(CustomMaterial {}),
 | |
|         transform: Transform::from_scale(150.0 * Vec3::ONE),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // Add a camera
 | |
|     commands.spawn(Camera2dBundle { ..default() });
 | |
| }
 | |
| 
 | |
| /// This custom material uses barycentric coordinates from
 | |
| /// `ATTRIBUTE_BARYCENTRIC` to shade a white border around each triangle. The
 | |
| /// thickness of the border is animated using the global time shader uniform.
 | |
| #[derive(AsBindGroup, TypeUuid, TypePath, Debug, Clone)]
 | |
| #[uuid = "50ffce9e-1582-42e9-87cb-2233724426c0"]
 | |
| struct CustomMaterial {}
 | |
| 
 | |
| impl Material2d for CustomMaterial {
 | |
|     fn fragment_shader() -> ShaderRef {
 | |
|         "shaders/custom_gltf_2d.wgsl".into()
 | |
|     }
 | |
|     fn vertex_shader() -> ShaderRef {
 | |
|         "shaders/custom_gltf_2d.wgsl".into()
 | |
|     }
 | |
| 
 | |
|     fn specialize(
 | |
|         descriptor: &mut RenderPipelineDescriptor,
 | |
|         layout: &MeshVertexBufferLayout,
 | |
|         _key: Material2dKey<Self>,
 | |
|     ) -> Result<(), SpecializedMeshPipelineError> {
 | |
|         let vertex_layout = layout.get_layout(&[
 | |
|             Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
 | |
|             Mesh::ATTRIBUTE_COLOR.at_shader_location(1),
 | |
|             ATTRIBUTE_BARYCENTRIC.at_shader_location(2),
 | |
|         ])?;
 | |
|         descriptor.vertex.buffers = vec![vertex_layout];
 | |
|         Ok(())
 | |
|     }
 | |
| }
 |