# 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.~~
		
			
				
	
	
		
			166 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			166 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Showcases wireframe rendering.
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//!
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//! Wireframes currently do not work when using webgl or webgpu.
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//! Supported platforms:
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//! - DX12
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//! - Vulkan
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//! - Metal
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//!
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//! This is a native only feature.
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use bevy::{
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    pbr::wireframe::{NoWireframe, Wireframe, WireframeColor, WireframeConfig, WireframePlugin},
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    prelude::*,
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    render::{
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        render_resource::WgpuFeatures,
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        settings::{RenderCreation, WgpuSettings},
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        RenderPlugin,
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    },
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};
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fn main() {
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    App::new()
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        .add_plugins((
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            DefaultPlugins.set(RenderPlugin {
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                render_creation: RenderCreation::Automatic(WgpuSettings {
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                    // WARN this is a native only feature. It will not work with webgl or webgpu
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                    features: WgpuFeatures::POLYGON_MODE_LINE,
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                    ..default()
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                }),
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            }),
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            // You need to add this plugin to enable wireframe rendering
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            WireframePlugin,
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        ))
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        // Wireframes can be configured with this resource. This can be changed at runtime.
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        .insert_resource(WireframeConfig {
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            // The global wireframe config enables drawing of wireframes on every mesh,
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            // except those with `NoWireframe`. Meshes with `Wireframe` will always have a wireframe,
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            // regardless of the global configuration.
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            global: true,
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            // Controls the default color of all wireframes. Used as the default color for global wireframes.
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            // Can be changed per mesh using the `WireframeColor` component.
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            default_color: Color::WHITE,
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        })
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        .add_systems(Startup, setup)
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        .add_systems(Update, update_colors)
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        .run();
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}
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/// set up a simple 3D scene
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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<StandardMaterial>>,
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) {
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    // plane
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(Mesh::from(shape::Plane::from_size(5.0))),
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        material: materials.add(Color::BLUE.into()),
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        ..default()
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    });
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    // Red cube: Never renders a wireframe
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    commands.spawn((
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        PbrBundle {
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            mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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            material: materials.add(Color::RED.into()),
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            transform: Transform::from_xyz(-1.0, 0.5, -1.0),
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            ..default()
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        },
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        NoWireframe,
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    ));
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    // Orange cube: Follows global wireframe setting
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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        material: materials.add(Color::ORANGE.into()),
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        transform: Transform::from_xyz(0.0, 0.5, 0.0),
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        ..default()
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    });
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    // Green cube: Always renders a wireframe
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    commands.spawn((
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        PbrBundle {
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            mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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            material: materials.add(Color::GREEN.into()),
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            transform: Transform::from_xyz(1.0, 0.5, 1.0),
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            ..default()
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        },
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        Wireframe,
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        // This lets you configure the wireframe color of this entity.
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        // If not set, this will use the color in `WireframeConfig`
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        WireframeColor {
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            color: Color::GREEN,
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        },
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    ));
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    // light
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    commands.spawn(PointLightBundle {
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        transform: Transform::from_xyz(4.0, 8.0, 4.0),
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        ..default()
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    });
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    // camera
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    commands.spawn(Camera3dBundle {
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        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..default()
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    });
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    // Text used to show controls
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    commands.spawn(
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        TextBundle::from_section("", TextStyle::default()).with_style(Style {
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            position_type: PositionType::Absolute,
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            top: Val::Px(10.0),
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            left: Val::Px(10.0),
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            ..default()
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        }),
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    );
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}
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/// This system let's you toggle various wireframe settings
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fn update_colors(
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    keyboard_input: Res<Input<KeyCode>>,
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    mut config: ResMut<WireframeConfig>,
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    mut wireframe_colors: Query<&mut WireframeColor>,
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    mut text: Query<&mut Text>,
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) {
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    text.single_mut().sections[0].value = format!(
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        "
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Controls
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---------------
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Z - Toggle global
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X - Change global color
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C - Change color of the green cube wireframe
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WireframeConfig
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-------------
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Global: {}
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Color: {:?}
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",
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        config.global, config.default_color,
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    );
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    // Toggle showing a wireframe on all meshes
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    if keyboard_input.just_pressed(KeyCode::Z) {
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        config.global = !config.global;
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    }
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    // Toggle the global wireframe color
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    if keyboard_input.just_pressed(KeyCode::X) {
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        config.default_color = if config.default_color == Color::WHITE {
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            Color::PINK
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        } else {
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            Color::WHITE
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        };
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    }
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    // Toggle the color of a wireframe using WireframeColor and not the global color
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    if keyboard_input.just_pressed(KeyCode::C) {
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        for mut color in &mut wireframe_colors {
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            color.color = if color.color == Color::GREEN {
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                Color::RED
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            } else {
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                Color::GREEN
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            };
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        }
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    }
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}
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