
# Objective Wireframes are currently supported for 3D meshes using the `WireframePlugin` in `bevy_pbr`. This PR adds the same functionality for 2D meshes. Closes #5881. ## Solution Since there's no easy way to share material implementations between 2D, 3D, and UI, this is mostly a straight copy and rename from the original plugin into `bevy_sprite`. <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/3961616/7aca156f-448a-4c7e-89b8-0a72c5919769"> --- ## Changelog - Added `Wireframe2dPlugin` and related types to support 2D wireframes. - Added an example to demonstrate how to use 2D wireframes --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
232 lines
8.3 KiB
Rust
232 lines
8.3 KiB
Rust
use crate::{Material2d, Material2dKey, Material2dPlugin, Mesh2dHandle};
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use bevy_app::{Plugin, Startup, Update};
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use bevy_asset::{load_internal_asset, Asset, Assets, Handle};
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use bevy_color::{LinearRgba, Srgba};
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use bevy_ecs::prelude::*;
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use bevy_reflect::{std_traits::ReflectDefault, Reflect, TypePath};
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use bevy_render::{
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extract_resource::ExtractResource, mesh::MeshVertexBufferLayoutRef, prelude::*,
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render_resource::*,
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};
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pub const WIREFRAME_2D_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(6920362697190520314);
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/// A [`Plugin`] that draws wireframes for 2D meshes.
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///
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/// Wireframes currently do not work when using webgl or webgpu.
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/// Supported rendering backends:
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/// - DX12
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/// - Vulkan
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/// - Metal
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///
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/// This is a native only feature.
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#[derive(Debug, Default)]
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pub struct Wireframe2dPlugin;
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impl Plugin for Wireframe2dPlugin {
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fn build(&self, app: &mut bevy_app::App) {
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load_internal_asset!(
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app,
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WIREFRAME_2D_SHADER_HANDLE,
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"wireframe2d.wgsl",
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Shader::from_wgsl
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);
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app.register_type::<Wireframe2d>()
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.register_type::<NoWireframe2d>()
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.register_type::<Wireframe2dConfig>()
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.register_type::<Wireframe2dColor>()
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.init_resource::<Wireframe2dConfig>()
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.add_plugins(Material2dPlugin::<Wireframe2dMaterial>::default())
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.add_systems(Startup, setup_global_wireframe_material)
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.add_systems(
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Update,
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(
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global_color_changed.run_if(resource_changed::<Wireframe2dConfig>),
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wireframe_color_changed,
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// Run `apply_global_wireframe_material` after `apply_wireframe_material` so that the global
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// wireframe setting is applied to a mesh on the same frame its wireframe marker component is removed.
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(apply_wireframe_material, apply_global_wireframe_material).chain(),
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),
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);
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}
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}
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/// Enables wireframe rendering for any entity it is attached to.
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/// It will ignore the [`Wireframe2dConfig`] global setting.
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///
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/// This requires the [`Wireframe2dPlugin`] to be enabled.
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#[derive(Component, Debug, Clone, Default, Reflect, Eq, PartialEq)]
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#[reflect(Component, Default)]
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pub struct Wireframe2d;
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/// Sets the color of the [`Wireframe2d`] of the entity it is attached to.
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/// If this component is present but there's no [`Wireframe2d`] component,
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/// it will still affect the color of the wireframe when [`Wireframe2dConfig::global`] is set to true.
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///
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/// This overrides the [`Wireframe2dConfig::default_color`].
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#[derive(Component, Debug, Clone, Default, Reflect)]
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#[reflect(Component, Default)]
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pub struct Wireframe2dColor {
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pub color: Srgba,
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}
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/// Disables wireframe rendering for any entity it is attached to.
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/// It will ignore the [`Wireframe2dConfig`] global setting.
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///
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/// This requires the [`Wireframe2dPlugin`] to be enabled.
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#[derive(Component, Debug, Clone, Default, Reflect, Eq, PartialEq)]
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#[reflect(Component, Default)]
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pub struct NoWireframe2d;
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#[derive(Resource, Debug, Clone, Default, ExtractResource, Reflect)]
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#[reflect(Resource)]
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pub struct Wireframe2dConfig {
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/// Whether to show wireframes for all meshes.
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/// Can be overridden for individual meshes by adding a [`Wireframe2d`] or [`NoWireframe2d`] component.
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pub global: bool,
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/// If [`Self::global`] is set, any [`Entity`] that does not have a [`Wireframe2d`] component attached to it will have
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/// wireframes using this color. Otherwise, this will be the fallback color for any entity that has a [`Wireframe2d`],
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/// but no [`Wireframe2dColor`].
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pub default_color: Srgba,
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}
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#[derive(Resource)]
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struct GlobalWireframe2dMaterial {
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// This handle will be reused when the global config is enabled
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handle: Handle<Wireframe2dMaterial>,
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}
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fn setup_global_wireframe_material(
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mut commands: Commands,
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mut materials: ResMut<Assets<Wireframe2dMaterial>>,
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config: Res<Wireframe2dConfig>,
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) {
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// Create the handle used for the global material
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commands.insert_resource(GlobalWireframe2dMaterial {
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handle: materials.add(Wireframe2dMaterial {
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color: config.default_color.into(),
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}),
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});
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}
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/// Updates the wireframe material of all entities without a [`Wireframe2dColor`] or without a [`Wireframe2d`] component
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fn global_color_changed(
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config: Res<Wireframe2dConfig>,
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mut materials: ResMut<Assets<Wireframe2dMaterial>>,
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global_material: Res<GlobalWireframe2dMaterial>,
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) {
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if let Some(global_material) = materials.get_mut(&global_material.handle) {
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global_material.color = config.default_color.into();
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}
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}
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/// Updates the wireframe material when the color in [`Wireframe2dColor`] changes
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#[allow(clippy::type_complexity)]
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fn wireframe_color_changed(
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mut materials: ResMut<Assets<Wireframe2dMaterial>>,
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mut colors_changed: Query<
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(&mut Handle<Wireframe2dMaterial>, &Wireframe2dColor),
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(With<Wireframe2d>, Changed<Wireframe2dColor>),
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>,
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) {
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for (mut handle, wireframe_color) in &mut colors_changed {
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*handle = materials.add(Wireframe2dMaterial {
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color: wireframe_color.color.into(),
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});
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}
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}
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/// Applies or remove the wireframe material to any mesh with a [`Wireframe2d`] component, and removes it
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/// for any mesh with a [`NoWireframe2d`] component.
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fn apply_wireframe_material(
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mut commands: Commands,
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mut materials: ResMut<Assets<Wireframe2dMaterial>>,
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wireframes: Query<
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(Entity, Option<&Wireframe2dColor>),
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(With<Wireframe2d>, Without<Handle<Wireframe2dMaterial>>),
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>,
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no_wireframes: Query<Entity, (With<NoWireframe2d>, With<Handle<Wireframe2dMaterial>>)>,
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mut removed_wireframes: RemovedComponents<Wireframe2d>,
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global_material: Res<GlobalWireframe2dMaterial>,
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) {
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for e in removed_wireframes.read().chain(no_wireframes.iter()) {
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if let Some(mut commands) = commands.get_entity(e) {
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commands.remove::<Handle<Wireframe2dMaterial>>();
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}
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}
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let mut wireframes_to_spawn = vec![];
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for (e, wireframe_color) in &wireframes {
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let material = if let Some(wireframe_color) = wireframe_color {
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materials.add(Wireframe2dMaterial {
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color: wireframe_color.color.into(),
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})
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} else {
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// If there's no color specified we can use the global material since it's already set to use the default_color
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global_material.handle.clone()
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};
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wireframes_to_spawn.push((e, material));
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}
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commands.insert_or_spawn_batch(wireframes_to_spawn);
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}
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type Wireframe2dFilter = (
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With<Mesh2dHandle>,
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Without<Wireframe2d>,
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Without<NoWireframe2d>,
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);
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/// Applies or removes a wireframe material on any mesh without a [`Wireframe2d`] or [`NoWireframe2d`] component.
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fn apply_global_wireframe_material(
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mut commands: Commands,
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config: Res<Wireframe2dConfig>,
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meshes_without_material: Query<
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Entity,
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(Wireframe2dFilter, Without<Handle<Wireframe2dMaterial>>),
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>,
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meshes_with_global_material: Query<
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Entity,
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(Wireframe2dFilter, With<Handle<Wireframe2dMaterial>>),
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>,
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global_material: Res<GlobalWireframe2dMaterial>,
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) {
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if config.global {
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let mut material_to_spawn = vec![];
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for e in &meshes_without_material {
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// We only add the material handle but not the Wireframe component
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// This makes it easy to detect which mesh is using the global material and which ones are user specified
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material_to_spawn.push((e, global_material.handle.clone()));
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}
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commands.insert_or_spawn_batch(material_to_spawn);
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} else {
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for e in &meshes_with_global_material {
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commands.entity(e).remove::<Handle<Wireframe2dMaterial>>();
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}
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}
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}
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#[derive(Default, AsBindGroup, TypePath, Debug, Clone, Asset)]
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pub struct Wireframe2dMaterial {
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#[uniform(0)]
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pub color: LinearRgba,
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}
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impl Material2d for Wireframe2dMaterial {
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fn fragment_shader() -> ShaderRef {
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WIREFRAME_2D_SHADER_HANDLE.into()
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}
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fn depth_bias(&self) -> f32 {
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1.0
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}
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fn specialize(
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descriptor: &mut RenderPipelineDescriptor,
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_layout: &MeshVertexBufferLayoutRef,
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_key: Material2dKey<Self>,
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) -> Result<(), SpecializedMeshPipelineError> {
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descriptor.primitive.polygon_mode = PolygonMode::Line;
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Ok(())
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}
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}
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