# Objective Closes #18075 In order to enable a number of patterns for dynamic materials in the engine, it's necessary to decouple the renderer from the `Material` trait. This opens the possibility for: - Materials that aren't coupled to `AsBindGroup`. - 2d using the underlying 3d bindless infrastructure. - Dynamic materials that can change their layout at runtime. - Materials that aren't even backed by a Rust struct at all. ## Solution In short, remove all trait bounds from render world material systems and resources. This means moving a bunch of stuff onto `MaterialProperties` and engaging in some hacks to make specialization work. Rather than storing the bind group data in `MaterialBindGroupAllocator`, right now we're storing it in a closure on `MaterialProperties`. TBD if this has bad performance characteristics. ## Benchmarks - `many_cubes`: `cargo run --example many_cubes --release --features=bevy/trace_tracy -- --vary-material-data-per-instance`:  - @DGriffin91's Caldera `cargo run --release --features=bevy/trace_tracy -- --random-materials`  - @DGriffin91's Caldera with 20 unique material types (i.e. `MaterialPlugin<M>`) and random materials per mesh `cargo run --release --features=bevy/trace_tracy -- --random-materials`  ### TODO - We almost certainly lost some parallelization from removing the type params that could be gained back from smarter iteration. - Test all the things that could have broken. - ~Fix meshlets~ ## Showcase See [the example](https://github.com/bevyengine/bevy/pull/19667/files#diff-9d768cfe1c3aa81eff365d250d3cbe5a63e8df63e81dd85f64c3c3cd993f6d94) for a custom material implemented without the use of the `Material` trait and thus `AsBindGroup`.  --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: IceSentry <c.giguere42@gmail.com>
		
			
				
	
	
		
			130 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			130 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Create a custom material to draw basic lines in 3D
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use bevy::{
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    pbr::{MaterialPipeline, MaterialPipelineKey},
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    prelude::*,
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    reflect::TypePath,
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    render::{
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        mesh::{MeshVertexBufferLayoutRef, PrimitiveTopology},
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        render_asset::RenderAssetUsages,
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        render_resource::{
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            AsBindGroup, PolygonMode, RenderPipelineDescriptor, ShaderRef,
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            SpecializedMeshPipelineError,
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        },
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    },
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};
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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/line_material.wgsl";
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fn main() {
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    App::new()
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        .add_plugins((DefaultPlugins, MaterialPlugin::<LineMaterial>::default()))
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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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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<LineMaterial>>,
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) {
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    // Spawn a list of lines with start and end points for each lines
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    commands.spawn((
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        Mesh3d(meshes.add(LineList {
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            lines: vec![
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                (Vec3::ZERO, Vec3::new(1.0, 1.0, 0.0)),
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                (Vec3::new(1.0, 1.0, 0.0), Vec3::new(1.0, 0.0, 0.0)),
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            ],
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        })),
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        MeshMaterial3d(materials.add(LineMaterial {
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            color: LinearRgba::GREEN,
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        })),
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        Transform::from_xyz(-1.5, 0.0, 0.0),
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    ));
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    // Spawn a line strip that goes from point to point
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    commands.spawn((
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        Mesh3d(meshes.add(LineStrip {
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            points: vec![
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                Vec3::ZERO,
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                Vec3::new(1.0, 1.0, 0.0),
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                Vec3::new(1.0, 0.0, 0.0),
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            ],
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        })),
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        MeshMaterial3d(materials.add(LineMaterial {
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            color: LinearRgba::BLUE,
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        })),
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        Transform::from_xyz(0.5, 0.0, 0.0),
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    ));
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    // camera
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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}
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#[derive(Asset, TypePath, Default, AsBindGroup, Debug, Clone)]
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struct LineMaterial {
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    #[uniform(0)]
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    color: LinearRgba,
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}
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impl Material for LineMaterial {
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    fn fragment_shader() -> ShaderRef {
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        SHADER_ASSET_PATH.into()
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    }
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    fn specialize(
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        _pipeline: &MaterialPipeline,
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        descriptor: &mut RenderPipelineDescriptor,
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        _layout: &MeshVertexBufferLayoutRef,
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        _key: MaterialPipelineKey<Self>,
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    ) -> Result<(), SpecializedMeshPipelineError> {
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        // This is the important part to tell bevy to render this material as a line between vertices
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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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/// A list of lines with a start and end position
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#[derive(Debug, Clone)]
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struct LineList {
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    lines: Vec<(Vec3, Vec3)>,
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}
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impl From<LineList> for Mesh {
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    fn from(line: LineList) -> Self {
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        let vertices: Vec<_> = line.lines.into_iter().flat_map(|(a, b)| [a, b]).collect();
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        Mesh::new(
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            // This tells wgpu that the positions are list of lines
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            // where every pair is a start and end point
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            PrimitiveTopology::LineList,
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            RenderAssetUsages::RENDER_WORLD,
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        )
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        // Add the vertices positions as an attribute
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        .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vertices)
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    }
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}
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/// A list of points that will have a line drawn between each consecutive points
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#[derive(Debug, Clone)]
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struct LineStrip {
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    points: Vec<Vec3>,
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}
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impl From<LineStrip> for Mesh {
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    fn from(line: LineStrip) -> Self {
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        Mesh::new(
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            // This tells wgpu that the positions are a list of points
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            // where a line will be drawn between each consecutive point
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            PrimitiveTopology::LineStrip,
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            RenderAssetUsages::RENDER_WORLD,
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        )
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        // Add the point positions as an attribute
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        .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, line.points)
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    }
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}
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