# Objective Make the examples look more uniform and more polished. following the issue #17167 ## Solution - [x] Added a minimal UI explaining how to interact with the examples only when needed. - [x] Used the same notation for interactions ex : "Up Arrow: Move Forward \nLeft / Right Arrow: Turn" - [x] Set the color to [GRAY](https://github.com/bevyengine/bevy/pull/17237#discussion_r1907560092) when it's not visible enough - [x] Changed some colors to be easy on the eyes - [x] removed the //camera comment - [x] Unified the use of capital letters in the examples. - [x] Simplified the mesh2d_arc offset calculations. ... --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com>
		
			
				
	
	
		
			97 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			97 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Renders a glTF mesh in 2D with a custom vertex attribute.
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use bevy::{
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    gltf::GltfPlugin,
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    prelude::*,
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    reflect::TypePath,
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    render::{
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        mesh::{MeshVertexAttribute, MeshVertexBufferLayoutRef},
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        render_resource::*,
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    },
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    sprite::{Material2d, Material2dKey, Material2dPlugin},
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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/custom_gltf_2d.wgsl";
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/// This vertex attribute supplies barycentric coordinates for each triangle.
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///
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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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            ..default()
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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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                    // The glTF file used here has an attribute name with *two*
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                    // underscores: __BARYCENTRIC
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                    // One is stripped to do the comparison here.
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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(
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        GltfAssetLabel::Primitive {
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            mesh: 0,
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            primitive: 0,
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        }
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        .from_asset("models/barycentric/barycentric.gltf"),
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    );
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    commands.spawn((
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        Mesh2d(mesh),
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        MeshMaterial2d(materials.add(CustomMaterial {})),
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        Transform::from_scale(150.0 * Vec3::ONE),
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    ));
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    commands.spawn(Camera2d);
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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(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct CustomMaterial {}
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impl Material2d for CustomMaterial {
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    fn vertex_shader() -> ShaderRef {
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        SHADER_ASSET_PATH.into()
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    }
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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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        descriptor: &mut RenderPipelineDescriptor,
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        layout: &MeshVertexBufferLayoutRef,
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        _key: Material2dKey<Self>,
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    ) -> Result<(), SpecializedMeshPipelineError> {
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        let vertex_layout = layout.0.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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