# 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>
		
			
				
	
	
		
			155 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			155 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Showcases wireframe rendering 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 platforms:
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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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use bevy::{
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    color::palettes::basic::{GREEN, RED, WHITE},
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    prelude::*,
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    render::{
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        render_resource::WgpuFeatures,
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        settings::{RenderCreation, WgpuSettings},
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        RenderPlugin,
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    },
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    sprite::{
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        MaterialMesh2dBundle, NoWireframe2d, Wireframe2d, Wireframe2dColor, Wireframe2dConfig,
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        Wireframe2dPlugin,
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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((
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            DefaultPlugins.set(RenderPlugin {
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                render_creation: RenderCreation::Automatic(WgpuSettings {
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                    // WARN this is a native only feature. It will not work with webgl or webgpu
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                    features: WgpuFeatures::POLYGON_MODE_LINE,
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                    ..default()
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                }),
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                ..default()
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            }),
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            // You need to add this plugin to enable wireframe rendering
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            Wireframe2dPlugin,
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        ))
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        // Wireframes can be configured with this resource. This can be changed at runtime.
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        .insert_resource(Wireframe2dConfig {
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            // The global wireframe config enables drawing of wireframes on every mesh,
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            // except those with `NoWireframe2d`. Meshes with `Wireframe2d` will always have a wireframe,
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            // regardless of the global configuration.
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            global: true,
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            // Controls the default color of all wireframes. Used as the default color for global wireframes.
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            // Can be changed per mesh using the `Wireframe2dColor` component.
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            default_color: WHITE,
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        })
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        .add_systems(Startup, setup)
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        .add_systems(Update, update_colors)
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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<ColorMaterial>>,
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) {
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    // Triangle: Never renders a wireframe
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    commands.spawn((
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        MaterialMesh2dBundle {
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            mesh: meshes
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                .add(Triangle2d::new(
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                    Vec2::new(0.0, 50.0),
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                    Vec2::new(-50.0, -50.0),
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                    Vec2::new(50.0, -50.0),
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                ))
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                .into(),
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            material: materials.add(Color::BLACK),
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            transform: Transform::from_xyz(-150.0, 0.0, 0.0),
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            ..default()
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        },
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        NoWireframe2d,
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    ));
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    // Rectangle: Follows global wireframe setting
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    commands.spawn(MaterialMesh2dBundle {
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        mesh: meshes.add(Rectangle::new(100.0, 100.0)).into(),
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        material: materials.add(Color::BLACK),
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        transform: Transform::from_xyz(0.0, 0.0, 0.0),
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        ..default()
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    });
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    // Circle: Always renders a wireframe
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    commands.spawn((
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        MaterialMesh2dBundle {
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            mesh: meshes.add(Circle::new(50.0)).into(),
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            material: materials.add(Color::BLACK),
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            transform: Transform::from_xyz(150.0, 0.0, 0.0),
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            ..default()
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        },
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        Wireframe2d,
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        // This lets you configure the wireframe color of this entity.
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        // If not set, this will use the color in `WireframeConfig`
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        Wireframe2dColor { color: GREEN },
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    ));
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    // Camera
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    commands.spawn(Camera2dBundle::default());
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    // Text used to show controls
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    commands.spawn(
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        TextBundle::from_section("", TextStyle::default()).with_style(Style {
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            position_type: PositionType::Absolute,
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            top: Val::Px(10.0),
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            left: Val::Px(10.0),
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            ..default()
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        }),
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    );
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}
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/// This system lets you toggle various wireframe settings
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fn update_colors(
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    keyboard_input: Res<ButtonInput<KeyCode>>,
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    mut config: ResMut<Wireframe2dConfig>,
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    mut wireframe_colors: Query<&mut Wireframe2dColor>,
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    mut text: Query<&mut Text>,
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) {
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    text.single_mut().sections[0].value = format!(
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        "
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Controls
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---------------
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Z - Toggle global
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X - Change global color
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C - Change color of the circle wireframe
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Wireframe2dConfig
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-------------
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Global: {}
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Color: {:?}
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",
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        config.global, config.default_color,
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    );
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    // Toggle showing a wireframe on all meshes
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    if keyboard_input.just_pressed(KeyCode::KeyZ) {
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        config.global = !config.global;
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    }
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    // Toggle the global wireframe color
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    if keyboard_input.just_pressed(KeyCode::KeyX) {
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        config.default_color = if config.default_color == WHITE {
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            RED
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        } else {
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            WHITE
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        };
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    }
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    // Toggle the color of a wireframe using `Wireframe2dColor` and not the global color
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    if keyboard_input.just_pressed(KeyCode::KeyC) {
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        for mut color in &mut wireframe_colors {
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            color.color = if color.color == GREEN { RED } else { GREEN };
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        }
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    }
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}
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