
# Objective - Use the `Material` abstraction for the Wireframes - Right now this doesn't have many benefits other than simplifying some of the rendering code - We can reuse the default vertex shader and avoid rendering inconsistencies - The goal is to have a material with a color on each mesh so this approach will make it easier to implement - Originally done in https://github.com/bevyengine/bevy/pull/5303 but I decided to split the Material part to it's own PR and then adding per-entity colors and globally configurable colors will be a much simpler diff. ## Solution - Use the new `Material` abstraction for the Wireframes ## Notes It's possible this isn't ideal since this adds a `Handle<WireframeMaterial>` to all the meshes compared to the original approach that didn't need anything. I didn't notice any performance impact on my machine. This might be a surprising usage of `Material` at first, because intuitively you only have one material per mesh, but the way it's implemented you can have as many different types of materials as you want on a mesh. ## Migration Guide `WireframePipeline` was removed. If you were using it directly, please create an issue explaining your use case. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
112 lines
3.5 KiB
Rust
112 lines
3.5 KiB
Rust
//! Showcases wireframe rendering.
|
|
//!
|
|
//! Wireframes currently do not work when using webgl or webgpu.
|
|
//! Supported platforms:
|
|
//! - DX12
|
|
//! - Vulkan
|
|
//! - Metal
|
|
//!
|
|
//! This is a native only feature.
|
|
|
|
use bevy::{
|
|
pbr::wireframe::{NoWireframe, Wireframe, WireframeConfig, WireframePlugin},
|
|
prelude::*,
|
|
render::{
|
|
render_resource::WgpuFeatures,
|
|
settings::{RenderCreation, WgpuSettings},
|
|
RenderPlugin,
|
|
},
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins((
|
|
DefaultPlugins.set(RenderPlugin {
|
|
render_creation: RenderCreation::Automatic(WgpuSettings {
|
|
// WARN this is a native only feature. It will not work with webgl or webgpu
|
|
features: WgpuFeatures::POLYGON_MODE_LINE,
|
|
..default()
|
|
}),
|
|
}),
|
|
// You need to add this plugin to enable wireframe rendering
|
|
WireframePlugin,
|
|
))
|
|
.insert_resource(WireframeToggleTimer(Timer::from_seconds(
|
|
1.0,
|
|
TimerMode::Repeating,
|
|
)))
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, toggle_global_wireframe_setting)
|
|
.run();
|
|
}
|
|
|
|
/// set up a simple 3D scene
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// plane
|
|
commands.spawn(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Plane::from_size(5.0))),
|
|
material: materials.add(Color::BLUE.into()),
|
|
..default()
|
|
});
|
|
|
|
// Red cube: Never renders a wireframe
|
|
commands
|
|
.spawn(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
|
material: materials.add(Color::RED.into()),
|
|
transform: Transform::from_xyz(-1.0, 0.5, -1.0),
|
|
..default()
|
|
})
|
|
.insert(NoWireframe);
|
|
// Orange cube: Follows global wireframe setting
|
|
commands.spawn(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
|
material: materials.add(Color::ORANGE.into()),
|
|
transform: Transform::from_xyz(0.0, 0.5, 0.0),
|
|
..default()
|
|
});
|
|
// Green cube: Always renders a wireframe
|
|
commands
|
|
.spawn(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
|
material: materials.add(Color::GREEN.into()),
|
|
transform: Transform::from_xyz(1.0, 0.5, 1.0),
|
|
..default()
|
|
})
|
|
.insert(Wireframe);
|
|
|
|
// light
|
|
commands.spawn(PointLightBundle {
|
|
transform: Transform::from_xyz(4.0, 8.0, 4.0),
|
|
..default()
|
|
});
|
|
// camera
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
/// This timer is used to periodically toggle the wireframe rendering.
|
|
#[derive(Resource)]
|
|
struct WireframeToggleTimer(Timer);
|
|
|
|
/// Periodically turns the global wireframe setting on and off, to show the differences between
|
|
/// [`Wireframe`], [`NoWireframe`], and just a mesh.
|
|
fn toggle_global_wireframe_setting(
|
|
time: Res<Time>,
|
|
mut timer: ResMut<WireframeToggleTimer>,
|
|
mut wireframe_config: ResMut<WireframeConfig>,
|
|
) {
|
|
if timer.0.tick(time.delta()).just_finished() {
|
|
// The global wireframe config enables drawing of wireframes on every mesh,
|
|
// except those with `NoWireframe`. Meshes with `Wireframe` will always have a wireframe,
|
|
// regardless of the global configuration.
|
|
wireframe_config.global = !wireframe_config.global;
|
|
}
|
|
}
|