bevy/crates/bevy_pbr/src/wireframe.rs
IceSentry 068e42a01f
Configurable colors for wireframe (#5303)
# Objective

- Make the wireframe colors configurable at the global level and the
single mesh level
- Based on https://github.com/bevyengine/bevy/pull/5314

This video shows what happens when playing with various settings from
the example


https://github.com/bevyengine/bevy/assets/8348954/1ee9aee0-fab7-4da8-bc5d-8d0562bb34e6

## Solution

- Add a `color` field to the `WireframeMaterial`
- Use a `WireframeColor` component to configure the color per entity
- Add a `default_color` field to `WireframeConfig` for global wireframes
or wireframes with no specified color.

## Notes

- Most of the docs and the general idea for `WireframeColor` came from
[UberLambda](https://github.com/UberLambda) in #3677 but the code ended
up completely different so I created a separate branch. ~~I'm not sure
how to correctly credit them on this PR.~~ (I re-created the commit but
I added them as co-author in the commit message)

~~Closes https://github.com/bevyengine/bevy/pull/3677~~
~~Closes https://github.com/bevyengine/bevy/pull/5301~~

~~https://github.com/bevyengine/bevy/pull/5314 should be merged before
this PR.~~
2023-10-13 00:06:24 +00:00

221 lines
7.9 KiB
Rust

use crate::{Material, MaterialPipeline, MaterialPipelineKey, MaterialPlugin};
use bevy_app::{Plugin, Startup, Update};
use bevy_asset::{load_internal_asset, Asset, Assets, Handle};
use bevy_ecs::prelude::*;
use bevy_reflect::{std_traits::ReflectDefault, Reflect, TypePath, TypeUuid};
use bevy_render::{
color::Color,
extract_resource::ExtractResource,
mesh::{Mesh, MeshVertexBufferLayout},
prelude::Shader,
render_resource::{
AsBindGroup, PolygonMode, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError,
},
};
pub const WIREFRAME_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(192598014480025766);
/// A [`Plugin`] that draws wireframes.
///
/// Wireframes currently do not work when using webgl or webgpu.
/// Supported rendering backends:
/// - DX12
/// - Vulkan
/// - Metal
///
/// This is a native only feature.
#[derive(Debug, Default)]
pub struct WireframePlugin;
impl Plugin for WireframePlugin {
fn build(&self, app: &mut bevy_app::App) {
load_internal_asset!(
app,
WIREFRAME_SHADER_HANDLE,
"render/wireframe.wgsl",
Shader::from_wgsl
);
app.register_type::<Wireframe>()
.register_type::<NoWireframe>()
.register_type::<WireframeConfig>()
.init_resource::<WireframeConfig>()
.add_plugins(MaterialPlugin::<WireframeMaterial>::default())
.add_systems(Startup, setup_global_wireframe_material)
.add_systems(
Update,
(
global_color_changed.run_if(resource_changed::<WireframeConfig>()),
wireframe_color_changed,
apply_wireframe_material,
apply_global_wireframe_material.run_if(resource_changed::<WireframeConfig>()),
),
);
}
}
/// Enables wireframe rendering for any entity it is attached to.
/// It will ignore the [`WireframeConfig`] global setting.
///
/// This requires the [`WireframePlugin`] to be enabled.
#[derive(Component, Debug, Clone, Default, Reflect, Eq, PartialEq)]
#[reflect(Component, Default)]
pub struct Wireframe;
/// Sets the color of the [`Wireframe`] of the entity it is attached to.
/// If this component is present but there's no [`Wireframe`] component,
/// it will still affect the color of the wireframe when [`WireframeConfig::global`] is set to true.
///
/// This overrides the [`WireframeConfig::default_color`].
#[derive(Component, Debug, Clone, Default, Reflect)]
#[reflect(Component, Default)]
pub struct WireframeColor {
pub color: Color,
}
/// Disables wireframe rendering for any entity it is attached to.
/// It will ignore the [`WireframeConfig`] global setting.
///
/// This requires the [`WireframePlugin`] to be enabled.
#[derive(Component, Debug, Clone, Default, Reflect, Eq, PartialEq)]
#[reflect(Component, Default)]
pub struct NoWireframe;
#[derive(Resource, Debug, Clone, Default, ExtractResource, Reflect)]
#[reflect(Resource)]
pub struct WireframeConfig {
/// Whether to show wireframes for all meshes.
/// Can be overridden for individual meshes by adding a [`Wireframe`] or [`NoWireframe`] component.
pub global: bool,
/// If [`Self::global`] is set, any [`Entity`] that does not have a [`Wireframe`] component attached to it will have
/// wireframes using this color. Otherwise, this will be the fallback color for any entity that has a [`Wireframe`],
/// but no [`WireframeColor`].
pub default_color: Color,
}
#[derive(Resource)]
struct GlobalWireframeMaterial {
// This handle will be reused when the global config is enabled
handle: Handle<WireframeMaterial>,
}
fn setup_global_wireframe_material(
mut commands: Commands,
mut materials: ResMut<Assets<WireframeMaterial>>,
config: Res<WireframeConfig>,
) {
// Create the handle used for the global material
commands.insert_resource(GlobalWireframeMaterial {
handle: materials.add(WireframeMaterial {
color: config.default_color,
}),
});
}
/// Updates the wireframe material of all entities without a [`WireframeColor`] or without a [`Wireframe`] component
fn global_color_changed(
config: Res<WireframeConfig>,
mut materials: ResMut<Assets<WireframeMaterial>>,
global_material: Res<GlobalWireframeMaterial>,
) {
if let Some(global_material) = materials.get_mut(&global_material.handle) {
global_material.color = config.default_color;
}
}
/// Updates the wireframe material when the color in [`WireframeColor`] changes
#[allow(clippy::type_complexity)]
fn wireframe_color_changed(
mut materials: ResMut<Assets<WireframeMaterial>>,
mut colors_changed: Query<
(&mut Handle<WireframeMaterial>, &WireframeColor),
(With<Wireframe>, Changed<WireframeColor>),
>,
) {
for (mut handle, wireframe_color) in &mut colors_changed {
*handle = materials.add(WireframeMaterial {
color: wireframe_color.color,
});
}
}
/// Applies or remove the wireframe material to any mesh with a [`Wireframe`] component.
fn apply_wireframe_material(
mut commands: Commands,
mut materials: ResMut<Assets<WireframeMaterial>>,
wireframes: Query<
(Entity, Option<&WireframeColor>),
(With<Wireframe>, Without<Handle<WireframeMaterial>>),
>,
mut removed_wireframes: RemovedComponents<Wireframe>,
global_material: Res<GlobalWireframeMaterial>,
) {
for e in removed_wireframes.read() {
if let Some(mut commands) = commands.get_entity(e) {
commands.remove::<Handle<WireframeMaterial>>();
}
}
let mut wireframes_to_spawn = vec![];
for (e, wireframe_color) in &wireframes {
let material = if let Some(wireframe_color) = wireframe_color {
materials.add(WireframeMaterial {
color: wireframe_color.color,
})
} else {
// If there's no color specified we can use the global material since it's already set to use the default_color
global_material.handle.clone()
};
wireframes_to_spawn.push((e, material));
}
commands.insert_or_spawn_batch(wireframes_to_spawn);
}
type WireframeFilter = (With<Handle<Mesh>>, Without<Wireframe>, Without<NoWireframe>);
/// Applies or removes a wireframe material on any mesh without a [`Wireframe`] component.
fn apply_global_wireframe_material(
mut commands: Commands,
config: Res<WireframeConfig>,
meshes_without_material: Query<Entity, (WireframeFilter, Without<Handle<WireframeMaterial>>)>,
meshes_with_global_material: Query<Entity, (WireframeFilter, With<Handle<WireframeMaterial>>)>,
global_material: Res<GlobalWireframeMaterial>,
) {
if config.global {
let mut material_to_spawn = vec![];
for e in &meshes_without_material {
// We only add the material handle but not the Wireframe component
// This makes it easy to detect which mesh is using the global material and which ones are user specified
material_to_spawn.push((e, global_material.handle.clone()));
}
commands.insert_or_spawn_batch(material_to_spawn);
} else {
for e in &meshes_with_global_material {
commands.entity(e).remove::<Handle<WireframeMaterial>>();
}
}
}
#[derive(Default, AsBindGroup, TypeUuid, TypePath, Debug, Clone, Asset)]
#[uuid = "9e694f70-9963-4418-8bc1-3474c66b13b8"]
pub struct WireframeMaterial {
#[uniform(0)]
pub color: Color,
}
impl Material for WireframeMaterial {
fn fragment_shader() -> ShaderRef {
WIREFRAME_SHADER_HANDLE.into()
}
fn specialize(
_pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
_layout: &MeshVertexBufferLayout,
_key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
descriptor.primitive.polygon_mode = PolygonMode::Line;
descriptor.depth_stencil.as_mut().unwrap().bias.slope_scale = 1.0;
Ok(())
}
}