bevy/crates/bevy_pbr/src/wireframe.rs
Gino Valente 9b32e09551
bevy_reflect: Add clone registrations project-wide (#18307)
# Objective

Now that #13432 has been merged, it's important we update our reflected
types to properly opt into this feature. If we do not, then this could
cause issues for users downstream who want to make use of
reflection-based cloning.

## Solution

This PR is broken into 4 commits:

1. Add `#[reflect(Clone)]` on all types marked `#[reflect(opaque)]` that
are also `Clone`. This is mandatory as these types would otherwise cause
the cloning operation to fail for any type that contains it at any
depth.
2. Update the reflection example to suggest adding `#[reflect(Clone)]`
on opaque types.
3. Add `#[reflect(clone)]` attributes on all fields marked
`#[reflect(ignore)]` that are also `Clone`. This prevents the ignored
field from causing the cloning operation to fail.
   
Note that some of the types that contain these fields are also `Clone`,
and thus can be marked `#[reflect(Clone)]`. This makes the
`#[reflect(clone)]` attribute redundant. However, I think it's safer to
keep it marked in the case that the `Clone` impl/derive is ever removed.
I'm open to removing them, though, if people disagree.
4. Finally, I added `#[reflect(Clone)]` on all types that are also
`Clone`. While not strictly necessary, it enables us to reduce the
generated output since we can just call `Clone::clone` directly instead
of calling `PartialReflect::reflect_clone` on each variant/field. It
also means we benefit from any optimizations or customizations made in
the `Clone` impl, including directly dereferencing `Copy` values and
increasing reference counters.

Along with that change I also took the liberty of adding any missing
registrations that I saw could be applied to the type as well, such as
`Default`, `PartialEq`, and `Hash`. There were hundreds of these to
edit, though, so it's possible I missed quite a few.

That last commit is **_massive_**. There were nearly 700 types to
update. So it's recommended to review the first three before moving onto
that last one.

Additionally, I can break the last commit off into its own PR or into
smaller PRs, but I figured this would be the easiest way of doing it
(and in a timely manner since I unfortunately don't have as much time as
I used to for code contributions).

## Testing

You can test locally with a `cargo check`:

```
cargo check --workspace --all-features
```
2025-03-17 18:32:35 +00:00

249 lines
9.3 KiB
Rust

use crate::{Material, MaterialPipeline, MaterialPipelineKey, MaterialPlugin, MeshMaterial3d};
use bevy_app::{Plugin, Startup, Update};
use bevy_asset::{load_internal_asset, weak_handle, Asset, AssetApp, Assets, Handle};
use bevy_color::{Color, LinearRgba};
use bevy_ecs::prelude::*;
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
use bevy_render::{
extract_resource::ExtractResource,
mesh::{Mesh3d, MeshVertexBufferLayoutRef},
prelude::*,
render_resource::*,
};
pub const WIREFRAME_SHADER_HANDLE: Handle<Shader> =
weak_handle!("2646a633-f8e3-4380-87ae-b44d881abbce");
/// 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>()
.register_type::<WireframeColor>()
.init_resource::<WireframeConfig>()
.add_plugins(MaterialPlugin::<WireframeMaterial>::default())
.register_asset_reflect::<WireframeMaterial>()
.add_systems(Startup, setup_global_wireframe_material)
.add_systems(
Update,
(
global_color_changed.run_if(resource_changed::<WireframeConfig>),
wireframe_color_changed,
// Run `apply_global_wireframe_material` after `apply_wireframe_material` so that the global
// wireframe setting is applied to a mesh on the same frame its wireframe marker component is removed.
(apply_wireframe_material, apply_global_wireframe_material).chain(),
),
);
}
}
/// 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, Debug, PartialEq, Clone)]
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`].
// TODO: consider caching materials based on this color.
// This could blow up in size if people use random colored wireframes for each mesh.
// It will also be important to remove unused materials from the cache.
#[derive(Component, Debug, Clone, Default, Reflect)]
#[reflect(Component, Default, Debug, Clone)]
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, Debug, PartialEq, Clone)]
pub struct NoWireframe;
#[derive(Resource, Debug, Clone, Default, ExtractResource, Reflect)]
#[reflect(Resource, Debug, Default, Clone)]
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.into(),
}),
});
}
/// 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.into();
}
}
/// Updates the wireframe material when the color in [`WireframeColor`] changes
fn wireframe_color_changed(
mut materials: ResMut<Assets<WireframeMaterial>>,
mut colors_changed: Query<
(&mut MeshMaterial3d<WireframeMaterial>, &WireframeColor),
(With<Wireframe>, Changed<WireframeColor>),
>,
) {
for (mut handle, wireframe_color) in &mut colors_changed {
handle.0 = materials.add(WireframeMaterial {
color: wireframe_color.color.into(),
});
}
}
/// Applies or remove the wireframe material to any mesh with a [`Wireframe`] component, and removes it
/// for any mesh with a [`NoWireframe`] component.
fn apply_wireframe_material(
mut commands: Commands,
mut materials: ResMut<Assets<WireframeMaterial>>,
wireframes: Query<
(Entity, Option<&WireframeColor>),
(With<Wireframe>, Without<MeshMaterial3d<WireframeMaterial>>),
>,
no_wireframes: Query<Entity, (With<NoWireframe>, With<MeshMaterial3d<WireframeMaterial>>)>,
mut removed_wireframes: RemovedComponents<Wireframe>,
global_material: Res<GlobalWireframeMaterial>,
) {
for e in removed_wireframes.read().chain(no_wireframes.iter()) {
if let Ok(mut commands) = commands.get_entity(e) {
commands.remove::<MeshMaterial3d<WireframeMaterial>>();
}
}
let mut material_to_spawn = vec![];
for (e, maybe_color) in &wireframes {
let material = get_wireframe_material(maybe_color, &mut materials, &global_material);
material_to_spawn.push((e, MeshMaterial3d(material)));
}
commands.try_insert_batch(material_to_spawn);
}
type WireframeFilter = (With<Mesh3d>, Without<Wireframe>, Without<NoWireframe>);
/// Applies or removes a wireframe material on any mesh without a [`Wireframe`] or [`NoWireframe`] component.
fn apply_global_wireframe_material(
mut commands: Commands,
config: Res<WireframeConfig>,
meshes_without_material: Query<
(Entity, Option<&WireframeColor>),
(WireframeFilter, Without<MeshMaterial3d<WireframeMaterial>>),
>,
meshes_with_global_material: Query<
Entity,
(WireframeFilter, With<MeshMaterial3d<WireframeMaterial>>),
>,
global_material: Res<GlobalWireframeMaterial>,
mut materials: ResMut<Assets<WireframeMaterial>>,
) {
if config.global {
let mut material_to_spawn = vec![];
for (e, maybe_color) in &meshes_without_material {
let material = get_wireframe_material(maybe_color, &mut materials, &global_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, MeshMaterial3d(material)));
}
commands.try_insert_batch(material_to_spawn);
} else {
for e in &meshes_with_global_material {
commands
.entity(e)
.remove::<MeshMaterial3d<WireframeMaterial>>();
}
}
}
/// Gets a handle to a wireframe material with a fallback on the default material
fn get_wireframe_material(
maybe_color: Option<&WireframeColor>,
wireframe_materials: &mut Assets<WireframeMaterial>,
global_material: &GlobalWireframeMaterial,
) -> Handle<WireframeMaterial> {
if let Some(wireframe_color) = maybe_color {
wireframe_materials.add(WireframeMaterial {
color: wireframe_color.color.into(),
})
} 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()
}
}
#[derive(Default, AsBindGroup, Debug, Clone, Asset, Reflect)]
#[reflect(Default, Clone)]
pub struct WireframeMaterial {
#[uniform(0)]
pub color: LinearRgba,
}
impl Material for WireframeMaterial {
fn fragment_shader() -> ShaderRef {
WIREFRAME_SHADER_HANDLE.into()
}
fn specialize(
_pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
_layout: &MeshVertexBufferLayoutRef,
_key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
descriptor.primitive.polygon_mode = PolygonMode::Line;
if let Some(depth_stencil) = descriptor.depth_stencil.as_mut() {
depth_stencil.bias.slope_scale = 1.0;
}
Ok(())
}
}