# Objective - Better consistency with `add_systems`. - Deprecating `add_plugin` in favor of a more powerful `add_plugins`. - Allow passing `Plugin` to `add_plugins`. - Allow passing tuples to `add_plugins`. ## Solution - `App::add_plugins` now takes an `impl Plugins` parameter. - `App::add_plugin` is deprecated. - `Plugins` is a new sealed trait that is only implemented for `Plugin`, `PluginGroup` and tuples over `Plugins`. - All examples, benchmarks and tests are changed to use `add_plugins`, using tuples where appropriate. --- ## Changelog ### Changed - `App::add_plugins` now accepts all types that implement `Plugins`, which is implemented for: - Types that implement `Plugin`. - Types that implement `PluginGroup`. - Tuples (up to 16 elements) over types that implement `Plugins`. - Deprecated `App::add_plugin` in favor of `App::add_plugins`. ## Migration Guide - Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			84 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			84 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Renders a glTF mesh in 2D with a custom vertex attribute.
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use bevy::gltf::GltfPlugin;
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use bevy::prelude::*;
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use bevy::reflect::{TypePath, TypeUuid};
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use bevy::render::mesh::{MeshVertexAttribute, MeshVertexBufferLayout};
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use bevy::render::render_resource::*;
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use bevy::sprite::{
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    Material2d, Material2dKey, Material2dPlugin, MaterialMesh2dBundle, Mesh2dHandle,
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};
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/// This vertex attribute supplies barycentric coordinates for each triangle.
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/// Each component of the vector corresponds to one corner of a triangle. It's
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/// equal to 1.0 in that corner and 0.0 in the other two. Hence, its value in
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/// the fragment shader indicates proximity to a corner or the opposite edge.
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const ATTRIBUTE_BARYCENTRIC: MeshVertexAttribute =
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    MeshVertexAttribute::new("Barycentric", 2137464976, VertexFormat::Float32x3);
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fn main() {
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    App::new()
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        .insert_resource(AmbientLight {
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            color: Color::WHITE,
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            brightness: 1.0 / 5.0f32,
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        })
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        .add_plugins((
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            DefaultPlugins.set(
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                GltfPlugin::default()
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                    // Map a custom glTF attribute name to a `MeshVertexAttribute`.
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                    .add_custom_vertex_attribute("_BARYCENTRIC", ATTRIBUTE_BARYCENTRIC),
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            ),
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            Material2dPlugin::<CustomMaterial>::default(),
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        ))
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        .add_systems(Startup, setup)
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        .run();
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}
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fn setup(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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    mut materials: ResMut<Assets<CustomMaterial>>,
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) {
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    // Add a mesh loaded from a glTF file. This mesh has data for `ATTRIBUTE_BARYCENTRIC`.
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    let mesh = asset_server.load("models/barycentric/barycentric.gltf#Mesh0/Primitive0");
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    commands.spawn(MaterialMesh2dBundle {
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        mesh: Mesh2dHandle(mesh),
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        material: materials.add(CustomMaterial {}),
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        transform: Transform::from_scale(150.0 * Vec3::ONE),
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        ..default()
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    });
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    // Add a camera
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    commands.spawn(Camera2dBundle { ..default() });
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}
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/// This custom material uses barycentric coordinates from
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/// `ATTRIBUTE_BARYCENTRIC` to shade a white border around each triangle. The
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/// thickness of the border is animated using the global time shader uniform.
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#[derive(AsBindGroup, TypeUuid, TypePath, Debug, Clone)]
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#[uuid = "50ffce9e-1582-42e9-87cb-2233724426c0"]
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struct CustomMaterial {}
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impl Material2d for CustomMaterial {
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    fn fragment_shader() -> ShaderRef {
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        "shaders/custom_gltf_2d.wgsl".into()
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    }
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    fn vertex_shader() -> ShaderRef {
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        "shaders/custom_gltf_2d.wgsl".into()
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    }
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    fn specialize(
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        descriptor: &mut RenderPipelineDescriptor,
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        layout: &MeshVertexBufferLayout,
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        _key: Material2dKey<Self>,
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    ) -> Result<(), SpecializedMeshPipelineError> {
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        let vertex_layout = layout.get_layout(&[
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            Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
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            Mesh::ATTRIBUTE_COLOR.at_shader_location(1),
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            ATTRIBUTE_BARYCENTRIC.at_shader_location(2),
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        ])?;
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        descriptor.vertex.buffers = vec![vertex_layout];
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        Ok(())
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    }
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}
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