Fix crashes on MacOS
This commit is contained in:
@@ -49,11 +49,11 @@ bevy_sprite = "0.11"
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# Dependencies for native only.
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[target.'cfg(not(target_arch = "wasm32"))'.dependencies]
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bevy = {version = "0.11", default-features = false, features = ["bevy_winit", "x11"]}
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bevy = {version = "0.11", default-features = false, features = ["bevy_asset", "bevy_winit", "x11", "tonemapping_luts", "ktx2", "zstd", "bevy_render", "bevy_pbr", "bevy_gizmos"]}
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# Dependencies for WASM only.
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[target.'cfg(target_arch = "wasm32")'.dependencies]
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bevy = {version = "0.11", default-features = false, features = ["bevy_winit"]}
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bevy = {version = "0.11", default-features = false, features = ["bevy_asset", "bevy_winit", "tonemapping_luts", "ktx2", "zstd", "bevy_render", "bevy_pbr", "bevy_gizmos"]}
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#bevy_webgl2 = "0.5"
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[dependencies.rapier]
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@@ -49,11 +49,11 @@ bevy_sprite = "0.11"
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# Dependencies for native only.
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[target.'cfg(not(target_arch = "wasm32"))'.dependencies]
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bevy = {version = "0.11", default-features = false, features = ["bevy_winit", "x11"]}
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bevy = {version = "0.11", default-features = false, features = ["bevy_sprite", "bevy_winit", "x11", "tonemapping_luts", "ktx2", "zstd", "bevy_render", "bevy_pbr", "bevy_gizmos"]}
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# Dependencies for WASM only.
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[target.'cfg(target_arch = "wasm32")'.dependencies]
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bevy = {version = "0.11", default-features = false, features = ["bevy_winit",]}
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bevy = {version = "0.11", default-features = false, features = ["bevy_sprite", "bevy_winit", "tonemapping_luts", "ktx2", "zstd", "bevy_render", "bevy_pbr", "bevy_gizmos"]}
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#bevy_webgl2 = "0.5"
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[dependencies.rapier]
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@@ -48,11 +48,11 @@ bevy_sprite = "0.11"
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# Dependencies for native only.
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[target.'cfg(not(target_arch = "wasm32"))'.dependencies]
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bevy = {version = "0.11", default-features = false, features = ["bevy_winit", "x11"]}
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bevy = {version = "0.11", default-features = false, features = ["bevy_winit", "x11", "tonemapping_luts", "ktx2", "zstd", "bevy_render", "bevy_pbr", "bevy_gizmos"]}
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# Dependencies for WASM only.
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[target.'cfg(target_arch = "wasm32")'.dependencies]
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bevy = {version = "0.11", default-features = false, features = ["bevy_winit"]}
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bevy = {version = "0.11", default-features = false, features = ["bevy_winit", "tonemapping_luts", "ktx2", "zstd", "bevy_render", "bevy_pbr", "bevy_gizmos"]}
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#bevy_webgl2 = "0.5"
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[dependencies.rapier]
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@@ -52,11 +52,11 @@ bevy_sprite = "0.11"
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# Dependencies for native only.
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[target.'cfg(not(target_arch = "wasm32"))'.dependencies]
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bevy = {version = "0.11", default-features = false, features = ["bevy_winit", "x11"]}
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bevy = {version = "0.11", default-features = false, features = ["bevy_winit", "x11", "tonemapping_luts", "ktx2", "zstd", "bevy_render", "bevy_pbr", "bevy_gizmos"]}
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# Dependencies for WASM only.
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[target.'cfg(target_arch = "wasm32")'.dependencies]
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bevy = {version = "0.11", default-features = false, features = ["bevy_winit"]}
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bevy = {version = "0.11", default-features = false, features = ["bevy_winit", "tonemapping_luts", "ktx2", "zstd", "bevy_render", "bevy_pbr", "bevy_gizmos"]}
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#bevy_webgl2 = "0.5"
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[dependencies.rapier]
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@@ -1,5 +1,5 @@
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use crate::harness::Harness;
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use crate::lines::DebugLines;
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use bevy::gizmos::gizmos::Gizmos;
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use bevy::prelude::*;
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use rapier::math::{Point, Real};
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use rapier::pipeline::{
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@@ -22,10 +22,7 @@ impl Default for RapierDebugRenderPlugin {
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}
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impl Plugin for RapierDebugRenderPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins(crate::lines::DebugLinesPlugin::with_depth_test(
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self.depth_test,
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))
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.insert_resource(DebugRenderPipelineResource(DebugRenderPipeline::new(
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app.insert_resource(DebugRenderPipelineResource(DebugRenderPipeline::new(
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Default::default(),
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!DebugRenderMode::RIGID_BODY_AXES & !DebugRenderMode::COLLIDER_AABBS,
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)))
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@@ -34,25 +31,23 @@ impl Plugin for RapierDebugRenderPlugin {
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}
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struct BevyLinesRenderBackend<'a> {
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lines: &'a mut DebugLines,
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gizmos: Gizmos<'a>,
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}
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impl<'a> DebugRenderBackend for BevyLinesRenderBackend<'a> {
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#[cfg(feature = "dim2")]
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fn draw_line(&mut self, _: DebugRenderObject, a: Point<Real>, b: Point<Real>, color: [f32; 4]) {
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self.lines.line_colored(
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self.gizmos.line(
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[a.x as f32, a.y as f32, 1.0e-8 as f32].into(),
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[b.x as f32, b.y as f32, 1.0e-8 as f32].into(),
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0.0,
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Color::hsla(color[0], color[1], color[2], color[3]),
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)
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}
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#[cfg(feature = "dim3")]
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fn draw_line(&mut self, _: DebugRenderObject, a: Point<Real>, b: Point<Real>, color: [f32; 4]) {
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self.lines.line_colored(
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self.gizmos.line(
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[a.x as f32, a.y as f32, a.z as f32].into(),
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[b.x as f32, b.y as f32, b.z as f32].into(),
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0.0,
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Color::hsla(color[0], color[1], color[2], color[3]),
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)
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}
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@@ -61,9 +56,9 @@ impl<'a> DebugRenderBackend for BevyLinesRenderBackend<'a> {
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fn debug_render_scene(
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mut pipeline: ResMut<DebugRenderPipelineResource>,
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harness: NonSend<Harness>,
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mut lines: ResMut<DebugLines>,
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gizmos: Gizmos,
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) {
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let mut backend = BevyLinesRenderBackend { lines: &mut *lines };
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let mut backend = BevyLinesRenderBackend { gizmos };
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pipeline.0.render(
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&mut backend,
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&harness.physics.bodies,
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@@ -22,7 +22,7 @@ mod camera3d;
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mod debug_render;
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mod graphics;
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pub mod harness;
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mod lines;
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// mod lines;
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pub mod objects;
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pub mod physics;
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#[cfg(all(feature = "dim3", feature = "other-backends"))]
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@@ -1,53 +0,0 @@
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// This should work, but it's bugged right now so we have to use 2 shaders: https://github.com/bevyengine/bevy/issues/4011
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#ifdef LINES_3D
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#import bevy_pbr::mesh_view_bind_group
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//#import bevy_pbr::mesh_struct
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#else
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//#import bevy_sprite::mesh2d_view_bind_group
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#endif
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struct Vertex {
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[[location(0)]] pos: vec3<f32>;
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[[location(1)]] color: u32;
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};
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struct VertexOutput {
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[[builtin(position)]] clip_position: vec4<f32>;
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[[location(0)]] color: vec4<f32>;
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};
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struct FragmentOutput {
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[[builtin(frag_depth)]] depth: f32;
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[[location(0)]] color: vec4<f32>;
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};
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[[stage(vertex)]]
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fn vertex(vertex: Vertex) -> VertexOutput {
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var out: VertexOutput;
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out.clip_position = view.view_proj * vec4<f32>(vertex.pos, 1.0);
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// https://github.com/bevyengine/bevy/blob/328c26d02c50de0bc77f0d24a376f43ba89517b1/examples/2d/mesh2d_manual.rs#L234
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// ... except the above doesn't seem to work in 3d. Not sure what's going on there.
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var r = f32(vertex.color & 255u) / 255.0;
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var g = f32(vertex.color >> 8u & 255u) / 255.0;
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var b = f32(vertex.color >> 16u & 255u) / 255.0;
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var a = f32(vertex.color >> 24u & 255u) / 255.0;
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out.color = vec4<f32>(r, g, b, a);
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return out;
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}
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[[stage(fragment)]]
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fn fragment(in: VertexOutput) -> FragmentOutput {
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var out: FragmentOutput;
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// This should be #ifdef DEPTH_TEST_ENABLED && LINES_3D, but the
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// preprocessor doesn't support that yet.
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// Luckily, DEPTH_TEST_ENABLED isn't set in 2d anyway.
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#ifdef DEPTH_TEST_ENABLED
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out.depth = in.clip_position.z;
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#else
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out.depth = 1.0;
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#endif
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out.color = in.color;
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return out;
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}
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@@ -1,32 +0,0 @@
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#import bevy_sprite::mesh2d_view_bind_group
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[[group(0), binding(0)]]
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var<uniform> view: View;
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struct Vertex {
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//[[location(0)]] color: vec4<f32>;
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[[location(0)]] place: vec3<f32>;
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[[location(1)]] color: u32;
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};
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struct VertexOutput {
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[[builtin(position)]] clip_position: vec4<f32>;
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[[location(0)]] color: vec4<f32>;
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};
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[[stage(vertex)]]
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fn vertex(vertex: Vertex) -> VertexOutput {
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var out: VertexOutput;
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out.clip_position = view.view_proj * vec4<f32>(vertex.place, 1.0);
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var r = f32(vertex.color & 255u) / 255.0;
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var g = f32(vertex.color >> 8u & 255u) / 255.0;
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var b = f32(vertex.color >> 16u & 255u) / 255.0;
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var a = f32(vertex.color >> 24u & 255u) / 255.0;
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out.color = vec4<f32>(r, g, b, a);
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return out;
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}
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[[stage(fragment)]]
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fn fragment(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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return in.color;
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}
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@@ -1,389 +0,0 @@
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#![allow(warnings)]
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use bevy::render::mesh::MeshVertexAttribute;
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use bevy::render::render_resource::VertexFormat;
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use bevy::render::view::NoFrustumCulling;
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use bevy::render::MainWorld;
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/**
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*
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* NOTE: this module and its submodules are only temporary. It is a copy-paste of the bevy-debug-lines
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* crate: https://github.com/Toqozz/bevy_debug_lines (MIT license)
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* It has been partially updated to work with bevy 0.7, but hasn’t been released yet.
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* So, in the mean time, we are keeping a version here that we will replace by the
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* upstream dependency once:
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* 1. The version compatible with bevy 0.7 is released to crates.io.
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* 2. We find a way to make the 2D version work with our examples. The problem
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* only happens when running our own examples because cargo’s unification of
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* features will enable the `3d` feature of `bevy_debug_lines` when running
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* a `2d` example.
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*
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*/
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use bevy::{
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asset::{Assets, HandleUntyped},
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prelude::*,
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reflect::TypeUuid,
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render::{
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mesh::{/*Indices,*/ Mesh, VertexAttributeValues},
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render_phase::AddRenderCommand,
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render_resource::PrimitiveTopology,
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render_resource::Shader,
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RenderSet,
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},
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};
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use bevy_pbr::{NotShadowCaster, NotShadowReceiver};
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mod render_dim;
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// This module exists to "isolate" the `#[cfg]` attributes to this part of the
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// code. Otherwise, we would pollute the code with a lot of feature
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// gates-specific code.
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#[cfg(feature = "dim3")]
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mod dim {
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pub(crate) use super::render_dim::r3d::{queue, DebugLinePipeline, DrawDebugLines};
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use bevy::{asset::Handle, render::mesh::Mesh};
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pub(crate) use bevy_core_pipeline::core_3d::Opaque3d as Phase;
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pub(crate) type MeshHandle = Handle<Mesh>;
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pub(crate) fn from_handle(from: &MeshHandle) -> &Handle<Mesh> {
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from
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}
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pub(crate) fn into_handle(from: Handle<Mesh>) -> MeshHandle {
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from
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}
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pub(crate) const SHADER_FILE: &str = include_str!("debuglines.wgsl");
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pub(crate) const DIMMENSION: &str = "3d";
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}
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#[cfg(feature = "dim2")]
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mod dim {
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pub(crate) use super::render_dim::r2d::{queue, DebugLinePipeline, DrawDebugLines};
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use bevy::{asset::Handle, render::mesh::Mesh};
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pub(crate) use bevy_core_pipeline::core_2d::Transparent2d as Phase;
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use bevy_sprite::Mesh2dHandle;
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pub(crate) type MeshHandle = Mesh2dHandle;
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pub(crate) fn from_handle(from: &MeshHandle) -> &Handle<Mesh> {
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&from.0
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}
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pub(crate) fn into_handle(from: Handle<Mesh>) -> MeshHandle {
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Mesh2dHandle(from)
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}
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pub(crate) const SHADER_FILE: &str = include_str!("debuglines2d.wgsl");
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pub(crate) const DIMMENSION: &str = "2d";
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}
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// See debuglines.wgsl for explanation on 2 shaders.
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//pub(crate) const SHADER_FILE: &str = include_str!("debuglines.wgsl");
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pub(crate) const DEBUG_LINES_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 17477439189930443325);
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#[derive(Resource)]
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pub(crate) struct DebugLinesConfig {
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depth_test: bool,
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}
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/// Bevy plugin, for initializing stuff.
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///
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/// # Usage
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///
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/// ```.ignore
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/// use bevy::prelude::*;
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/// use bevy_prototype_debug_lines::*;
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///
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/// App::new()
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/// .add_plugins(DefaultPlugins)
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/// .add_plugin(DebugLinesPlugin::default())
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/// .run();
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/// ```
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///
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/// Alternatively, you can initialize the plugin with depth testing, so that
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/// debug lines cut through geometry. To do this, use [`DebugLinesPlugin::with_depth_test(true)`].
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/// ```.ignore
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/// use bevy::prelude::*;
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/// use bevy_prototype_debug_lines::*;
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///
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/// App::new()
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/// .add_plugins(DefaultPlugins)
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/// .add_plugin(DebugLinesPlugin::with_depth_test(true))
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/// .run();
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/// ```
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#[derive(Debug, Default, Clone)]
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pub struct DebugLinesPlugin {
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depth_test: bool,
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}
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impl DebugLinesPlugin {
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/// Controls whether debug lines should be drawn with depth testing enabled
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/// or disabled.
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///
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/// # Arguments
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///
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/// * `val` - True if lines should intersect with other geometry, or false
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/// if lines should always draw on top be drawn on top (the default).
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pub fn with_depth_test(val: bool) -> Self {
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Self { depth_test: val }
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}
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}
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use bevy::render::render_phase::DrawFunctions;
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use bevy::render::Render;
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impl Plugin for DebugLinesPlugin {
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fn build(&self, app: &mut App) {
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use bevy::render::{render_resource::SpecializedMeshPipelines, RenderApp};
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let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
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shaders.set_untracked(
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DEBUG_LINES_SHADER_HANDLE,
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Shader::from_wgsl(dim::SHADER_FILE, file!()),
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);
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app.init_resource::<DebugLines>();
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app.init_resource::<DrawFunctions<dim::Phase>>();
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app.add_systems(Startup, setup)
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.add_systems(PostUpdate, update);
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app.sub_app_mut(RenderApp)
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.init_resource::<DrawFunctions<dim::Phase>>()
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.add_render_command::<dim::Phase, dim::DrawDebugLines>()
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.insert_resource(DebugLinesConfig {
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depth_test: self.depth_test,
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})
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.init_resource::<dim::DebugLinePipeline>()
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.init_resource::<SpecializedMeshPipelines<dim::DebugLinePipeline>>()
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.add_systems(Render, extract.in_set(RenderSet::ExtractCommands))
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.add_systems(Render, dim::queue.in_set(RenderSet::Queue));
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info!("Loaded {} debug lines plugin.", dim::DIMMENSION);
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}
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}
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// Number of meshes to separate line buffers into.
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// We don't really do culling currently but this is a gateway to that.
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const MESH_COUNT: usize = 4;
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// Maximum number of points for each individual mesh.
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const MAX_POINTS_PER_MESH: usize = 2_usize.pow(16);
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const _MAX_LINES_PER_MESH: usize = MAX_POINTS_PER_MESH / 2;
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/// Maximum number of points.
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pub const MAX_POINTS: usize = MAX_POINTS_PER_MESH * MESH_COUNT;
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/// Maximum number of unique lines to draw at once.
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pub const MAX_LINES: usize = MAX_POINTS / 2;
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const ATTRIBUTE_COLOR: MeshVertexAttribute =
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MeshVertexAttribute::new("Vertex_Color", 1, VertexFormat::Uint32);
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||||
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fn setup(mut cmds: Commands, mut meshes: ResMut<Assets<Mesh>>) {
|
||||
// Spawn a bunch of meshes to use for lines.
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||||
for i in 0..MESH_COUNT {
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||||
// Create a new mesh with the number of vertices we need.
|
||||
let mut mesh = Mesh::new(PrimitiveTopology::LineList);
|
||||
mesh.insert_attribute(
|
||||
Mesh::ATTRIBUTE_POSITION,
|
||||
VertexAttributeValues::Float32x3(Vec::with_capacity(MAX_POINTS_PER_MESH)),
|
||||
);
|
||||
mesh.insert_attribute(
|
||||
ATTRIBUTE_COLOR,
|
||||
VertexAttributeValues::Uint32(Vec::with_capacity(MAX_POINTS_PER_MESH)),
|
||||
);
|
||||
// https://github.com/Toqozz/bevy_debug_lines/issues/16
|
||||
//mesh.set_indices(Some(Indices::U16(Vec::with_capacity(MAX_POINTS_PER_MESH))));
|
||||
|
||||
cmds.spawn((
|
||||
dim::into_handle(meshes.add(mesh)),
|
||||
NotShadowCaster,
|
||||
NotShadowReceiver,
|
||||
NoFrustumCulling,
|
||||
Transform::default(),
|
||||
GlobalTransform::default(),
|
||||
Visibility::default(),
|
||||
ComputedVisibility::default(),
|
||||
DebugLinesMesh(i),
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
fn update(
|
||||
debug_line_meshes: Query<(&dim::MeshHandle, &DebugLinesMesh)>,
|
||||
time: Res<Time>,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut lines: ResMut<DebugLines>,
|
||||
) {
|
||||
// For each debug line mesh, fill its buffers with the relevant positions/colors chunks.
|
||||
for (mesh_handle, debug_lines_idx) in debug_line_meshes.iter() {
|
||||
let mesh = meshes.get_mut(dim::from_handle(mesh_handle)).unwrap();
|
||||
use VertexAttributeValues::{Float32x3, Uint32};
|
||||
if let Some(Float32x3(vbuffer)) = mesh.attribute_mut(Mesh::ATTRIBUTE_POSITION) {
|
||||
vbuffer.clear();
|
||||
if let Some(new_content) = lines
|
||||
.positions
|
||||
.chunks(MAX_POINTS_PER_MESH)
|
||||
.nth(debug_lines_idx.0)
|
||||
{
|
||||
vbuffer.extend(new_content);
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(Uint32(cbuffer)) = mesh.attribute_mut(ATTRIBUTE_COLOR) {
|
||||
cbuffer.clear();
|
||||
if let Some(new_content) = lines
|
||||
.colors
|
||||
.chunks(MAX_POINTS_PER_MESH)
|
||||
.nth(debug_lines_idx.0)
|
||||
{
|
||||
cbuffer.extend(new_content);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
// https://github.com/Toqozz/bevy_debug_lines/issues/16
|
||||
if let Some(Indices::U16(indices)) = mesh.indices_mut() {
|
||||
indices.clear();
|
||||
if let Some(new_content) = lines.durations.chunks(_MAX_LINES_PER_MESH).nth(debug_lines_idx.0) {
|
||||
indices.extend(
|
||||
new_content.iter().enumerate().map(|(i, _)| i as u16).flat_map(|i| [i * 2, i*2 + 1])
|
||||
);
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
// Processes stuff like getting rid of expired lines and stuff.
|
||||
lines.update(time.delta_seconds());
|
||||
}
|
||||
|
||||
/// Move the DebugLinesMesh marker Component to the render context.
|
||||
fn extract(mut commands: Commands, query: Query<Entity, With<DebugLinesMesh>>, _: Res<MainWorld>) {
|
||||
for entity in query.iter() {
|
||||
commands.get_or_spawn(entity).insert(RenderDebugLinesMesh);
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
pub(crate) struct DebugLinesMesh(usize);
|
||||
|
||||
#[derive(Component)]
|
||||
pub(crate) struct RenderDebugLinesMesh;
|
||||
|
||||
/// Bevy resource providing facilities to draw lines.
|
||||
///
|
||||
/// # Usage
|
||||
/// ```.ignore
|
||||
/// use bevy::prelude::*;
|
||||
/// use bevy_prototype_debug_lines::*;
|
||||
///
|
||||
/// // Draws 3 horizontal lines, which disappear after 1 frame.
|
||||
/// fn some_system(mut lines: ResMut<DebugLines>) {
|
||||
/// lines.line(Vec3::new(-1.0, 1.0, 0.0), Vec3::new(1.0, 1.0, 0.0), 0.0);
|
||||
/// lines.line_colored(
|
||||
/// Vec3::new(-1.0, 0.0, 0.0),
|
||||
/// Vec3::new(1.0, 0.0, 0.0),
|
||||
/// 0.0,
|
||||
/// Color::WHITE
|
||||
/// );
|
||||
/// lines.line_gradient(
|
||||
/// Vec3::new(-1.0, -1.0, 0.0),
|
||||
/// Vec3::new(1.0, -1.0, 0.0),
|
||||
/// 0.0,
|
||||
/// Color::WHITE, Color::PINK
|
||||
/// );
|
||||
/// }
|
||||
/// ```
|
||||
#[derive(Default, Resource)]
|
||||
pub struct DebugLines {
|
||||
pub positions: Vec<[f32; 3]>,
|
||||
//pub colors: Vec<[f32; 4]>,
|
||||
pub colors: Vec<u32>,
|
||||
pub durations: Vec<f32>,
|
||||
}
|
||||
|
||||
impl DebugLines {
|
||||
/// Draw a line in world space, or update an existing line
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `start` - The start of the line in world space
|
||||
/// * `end` - The end of the line in world space
|
||||
/// * `duration` - Duration (in seconds) that the line should show for -- a value of
|
||||
/// zero will show the line for 1 frame.
|
||||
pub fn line(&mut self, start: Vec3, end: Vec3, duration: f32) {
|
||||
self.line_colored(start, end, duration, Color::WHITE);
|
||||
}
|
||||
|
||||
/// Draw a line in world space with a specified color, or update an existing line
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `start` - The start of the line in world space
|
||||
/// * `end` - The end of the line in world space
|
||||
/// * `duration` - Duration (in seconds) that the line should show for -- a value of
|
||||
/// zero will show the line for 1 frame.
|
||||
/// * `color` - Line color
|
||||
pub fn line_colored(&mut self, start: Vec3, end: Vec3, duration: f32, color: Color) {
|
||||
self.line_gradient(start, end, duration, color, color);
|
||||
}
|
||||
|
||||
/// Draw a line in world space with a specified gradient color, or update an existing line
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `start` - The start of the line in world space
|
||||
/// * `end` - The end of the line in world space
|
||||
/// * `duration` - Duration (in seconds) that the line should show for -- a value of
|
||||
/// zero will show the line for 1 frame.
|
||||
/// * `start_color` - Line color
|
||||
/// * `end_color` - Line color
|
||||
pub fn line_gradient(
|
||||
&mut self,
|
||||
start: Vec3,
|
||||
end: Vec3,
|
||||
duration: f32,
|
||||
start_color: Color,
|
||||
end_color: Color,
|
||||
) {
|
||||
if self.positions.len() >= MAX_POINTS {
|
||||
return;
|
||||
}
|
||||
|
||||
self.positions.push(start.into());
|
||||
self.positions.push(end.into());
|
||||
//self.colors.push(start_color.into());
|
||||
//self.colors.push(end_color.into());
|
||||
self.colors.push(start_color.as_rgba_u32());
|
||||
self.colors.push(end_color.as_rgba_u32());
|
||||
self.durations.push(duration);
|
||||
}
|
||||
|
||||
// Returns the indices of the start and end positions of the nth line.
|
||||
// The indices can also be used to access color data.
|
||||
fn nth(&self, idx: usize) -> (usize, usize) {
|
||||
let i = idx * 2;
|
||||
(i, i + 1)
|
||||
}
|
||||
|
||||
// Prepare [`ImmediateLinesStorage`] and [`RetainedLinesStorage`] for next
|
||||
// frame.
|
||||
// This clears the immediate mod buffers and tells the retained mode
|
||||
// buffers to recompute expired lines list.
|
||||
fn update(&mut self, dt: f32) {
|
||||
// TODO: an actual line counter wouldn't hurt.
|
||||
let mut i = 0;
|
||||
let mut len = self.durations.len();
|
||||
while i != len {
|
||||
self.durations[i] -= dt;
|
||||
// <= instead of < is fine here because this is always called AFTER sending the
|
||||
// data to the mesh, so we're guaranteed at least a frame here.
|
||||
if self.durations[i] <= 0.0 {
|
||||
let (cur_s, cur_e) = self.nth(i);
|
||||
let (last_s, last_e) = self.nth(len - 1);
|
||||
self.positions.swap(cur_s, last_s);
|
||||
self.positions.swap(cur_e, last_e);
|
||||
self.colors.swap(cur_s, last_s);
|
||||
self.colors.swap(cur_e, last_e);
|
||||
self.durations.swap(i, len - 1);
|
||||
len -= 1;
|
||||
} else {
|
||||
i += 1;
|
||||
}
|
||||
}
|
||||
|
||||
self.positions.truncate(len * 2);
|
||||
self.colors.truncate(len * 2);
|
||||
self.durations.truncate(len);
|
||||
}
|
||||
}
|
||||
@@ -1,340 +0,0 @@
|
||||
pub mod r3d {
|
||||
use bevy_core_pipeline::core_3d::Opaque3d;
|
||||
use bevy_pbr::{
|
||||
DrawMesh, MeshPipeline, MeshPipelineKey, MeshUniform, SetMeshBindGroup,
|
||||
SetMeshViewBindGroup,
|
||||
};
|
||||
|
||||
use bevy::{
|
||||
prelude::*,
|
||||
render::{
|
||||
mesh::MeshVertexBufferLayout,
|
||||
render_asset::RenderAssets,
|
||||
render_phase::{DrawFunctions, RenderPhase, SetItemPipeline},
|
||||
render_resource::{
|
||||
BlendState, ColorTargetState, ColorWrites, CompareFunction, DepthBiasState,
|
||||
DepthStencilState, FragmentState, FrontFace, MultisampleState, PipelineCache,
|
||||
PolygonMode, PrimitiveState, PrimitiveTopology, RenderPipelineDescriptor,
|
||||
SpecializedMeshPipeline, SpecializedMeshPipelineError, SpecializedMeshPipelines,
|
||||
StencilFaceState, StencilState, TextureFormat, VertexAttribute, VertexBufferLayout,
|
||||
VertexFormat, VertexState, VertexStepMode,
|
||||
},
|
||||
texture::BevyDefault,
|
||||
view::{ExtractedView, Msaa},
|
||||
},
|
||||
utils::Hashed,
|
||||
};
|
||||
|
||||
use crate::lines::{DebugLinesConfig, RenderDebugLinesMesh, DEBUG_LINES_SHADER_HANDLE};
|
||||
|
||||
#[derive(Resource)]
|
||||
pub(crate) struct DebugLinePipeline {
|
||||
mesh_pipeline: MeshPipeline,
|
||||
shader: Handle<Shader>,
|
||||
//always_in_front: bool,
|
||||
}
|
||||
impl FromWorld for DebugLinePipeline {
|
||||
fn from_world(render_world: &mut World) -> Self {
|
||||
//let config = render_world.get_resource::<DebugLinesConfig>().unwrap();
|
||||
DebugLinePipeline {
|
||||
mesh_pipeline: render_world.get_resource::<MeshPipeline>().unwrap().clone(),
|
||||
shader: DEBUG_LINES_SHADER_HANDLE.typed(),
|
||||
//always_in_front: config.always_in_front,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl SpecializedMeshPipeline for DebugLinePipeline {
|
||||
type Key = (bool, MeshPipelineKey);
|
||||
|
||||
fn specialize(
|
||||
&self,
|
||||
(depth_test, key): Self::Key,
|
||||
layout: &MeshVertexBufferLayout,
|
||||
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
|
||||
//use VertexFormat::{Float32x3, Float32x4};
|
||||
|
||||
let mut shader_defs = Vec::new();
|
||||
shader_defs.push("LINES_3D".to_string().into());
|
||||
if depth_test {
|
||||
shader_defs.push("DEPTH_TEST_ENABLED".to_string().into());
|
||||
}
|
||||
|
||||
let vertex_buffer_layout = layout.get_layout(&[
|
||||
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
|
||||
Mesh::ATTRIBUTE_COLOR.at_shader_location(1),
|
||||
])?;
|
||||
let (label, blend, depth_write_enabled);
|
||||
if key.contains(MeshPipelineKey::BLEND_ALPHA) {
|
||||
label = "transparent_mesh_pipeline".into();
|
||||
blend = Some(BlendState::ALPHA_BLENDING);
|
||||
// For the transparent pass, fragments that are closer will be alpha
|
||||
// blended but their depth is not written to the depth buffer.
|
||||
depth_write_enabled = false;
|
||||
} else {
|
||||
label = "opaque_mesh_pipeline".into();
|
||||
blend = Some(BlendState::REPLACE);
|
||||
// For the opaque and alpha mask passes, fragments that are closer
|
||||
// will replace the current fragment value in the output and the depth is
|
||||
// written to the depth buffer.
|
||||
depth_write_enabled = true;
|
||||
}
|
||||
|
||||
Ok(RenderPipelineDescriptor {
|
||||
vertex: VertexState {
|
||||
shader: self.shader.clone_weak(),
|
||||
entry_point: "vertex".into(),
|
||||
shader_defs: shader_defs.clone(),
|
||||
buffers: vec![vertex_buffer_layout],
|
||||
},
|
||||
fragment: Some(FragmentState {
|
||||
shader: self.shader.clone_weak(),
|
||||
shader_defs,
|
||||
entry_point: "fragment".into(),
|
||||
targets: vec![Some(ColorTargetState {
|
||||
format: TextureFormat::bevy_default(),
|
||||
blend,
|
||||
write_mask: ColorWrites::ALL,
|
||||
})],
|
||||
}),
|
||||
layout: vec![self.mesh_pipeline.view_layout.clone()],
|
||||
primitive: PrimitiveState {
|
||||
front_face: FrontFace::Ccw,
|
||||
cull_mode: None,
|
||||
unclipped_depth: false,
|
||||
polygon_mode: PolygonMode::Fill,
|
||||
conservative: false,
|
||||
topology: PrimitiveTopology::LineList,
|
||||
strip_index_format: None,
|
||||
},
|
||||
depth_stencil: Some(DepthStencilState {
|
||||
format: TextureFormat::Depth32Float,
|
||||
depth_write_enabled,
|
||||
depth_compare: CompareFunction::Greater,
|
||||
stencil: StencilState {
|
||||
front: StencilFaceState::IGNORE,
|
||||
back: StencilFaceState::IGNORE,
|
||||
read_mask: 0,
|
||||
write_mask: 0,
|
||||
},
|
||||
bias: DepthBiasState {
|
||||
constant: 0,
|
||||
slope_scale: 0.0,
|
||||
clamp: 0.0,
|
||||
},
|
||||
}),
|
||||
multisample: MultisampleState {
|
||||
count: key.msaa_samples(),
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
},
|
||||
label: Some(label),
|
||||
push_constant_ranges: vec![],
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) fn queue(
|
||||
opaque_3d_draw_functions: Res<DrawFunctions<Opaque3d>>,
|
||||
debug_line_pipeline: Res<DebugLinePipeline>,
|
||||
mut pipelines: ResMut<SpecializedMeshPipelines<DebugLinePipeline>>,
|
||||
mut pipeline_cache: ResMut<PipelineCache>,
|
||||
render_meshes: Res<RenderAssets<Mesh>>,
|
||||
msaa: Res<Msaa>,
|
||||
material_meshes: Query<(Entity, &MeshUniform, &Handle<Mesh>), With<RenderDebugLinesMesh>>,
|
||||
config: Res<DebugLinesConfig>,
|
||||
mut views: Query<(&ExtractedView, &mut RenderPhase<Opaque3d>)>,
|
||||
) {
|
||||
let draw_custom = opaque_3d_draw_functions
|
||||
.read()
|
||||
.get_id::<DrawDebugLines>()
|
||||
.unwrap();
|
||||
let key = MeshPipelineKey::from_msaa_samples(msaa.samples());
|
||||
for (view, mut transparent_phase) in views.iter_mut() {
|
||||
let view_matrix = view.transform.compute_matrix();
|
||||
let view_row_2 = view_matrix.row(2);
|
||||
for (entity, mesh_uniform, mesh_handle) in material_meshes.iter() {
|
||||
if let Some(mesh) = render_meshes.get(mesh_handle) {
|
||||
let pipeline = pipelines
|
||||
.specialize(
|
||||
&mut pipeline_cache,
|
||||
&debug_line_pipeline,
|
||||
(config.depth_test, key),
|
||||
&mesh.layout,
|
||||
)
|
||||
.unwrap();
|
||||
transparent_phase.add(Opaque3d {
|
||||
entity,
|
||||
pipeline,
|
||||
draw_function: draw_custom,
|
||||
distance: view_row_2.dot(mesh_uniform.transform.col(3)),
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) type DrawDebugLines = (
|
||||
SetItemPipeline,
|
||||
SetMeshViewBindGroup<0>,
|
||||
SetMeshBindGroup<1>,
|
||||
DrawMesh,
|
||||
);
|
||||
}
|
||||
|
||||
pub mod r2d {
|
||||
use bevy::{
|
||||
asset::Handle,
|
||||
prelude::*,
|
||||
render::{
|
||||
mesh::MeshVertexBufferLayout,
|
||||
render_asset::RenderAssets,
|
||||
render_phase::{DrawFunctions, RenderPhase, SetItemPipeline},
|
||||
render_resource::{
|
||||
BlendState, ColorTargetState, ColorWrites, CompareFunction, DepthBiasState,
|
||||
DepthStencilState, FragmentState, FrontFace, MultisampleState, PipelineCache,
|
||||
PolygonMode, PrimitiveState, PrimitiveTopology, RenderPipelineDescriptor, Shader,
|
||||
SpecializedMeshPipeline, SpecializedMeshPipelineError, SpecializedMeshPipelines,
|
||||
StencilFaceState, StencilState, TextureFormat, VertexAttribute, VertexBufferLayout,
|
||||
VertexFormat, VertexState, VertexStepMode,
|
||||
},
|
||||
texture::BevyDefault,
|
||||
view::{Msaa, VisibleEntities},
|
||||
},
|
||||
utils::FloatOrd,
|
||||
};
|
||||
use bevy_core_pipeline::core_2d::Transparent2d;
|
||||
use bevy_sprite::{
|
||||
DrawMesh2d, Mesh2dHandle, Mesh2dPipeline, Mesh2dPipelineKey, Mesh2dUniform,
|
||||
SetMesh2dBindGroup, SetMesh2dViewBindGroup,
|
||||
};
|
||||
|
||||
use crate::lines::{RenderDebugLinesMesh, DEBUG_LINES_SHADER_HANDLE};
|
||||
|
||||
#[derive(Resource)]
|
||||
pub(crate) struct DebugLinePipeline {
|
||||
mesh_pipeline: Mesh2dPipeline,
|
||||
shader: Handle<Shader>,
|
||||
}
|
||||
impl FromWorld for DebugLinePipeline {
|
||||
fn from_world(render_world: &mut World) -> Self {
|
||||
DebugLinePipeline {
|
||||
mesh_pipeline: render_world
|
||||
.get_resource::<Mesh2dPipeline>()
|
||||
.unwrap()
|
||||
.clone(),
|
||||
shader: DEBUG_LINES_SHADER_HANDLE.typed(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl SpecializedMeshPipeline for DebugLinePipeline {
|
||||
type Key = Mesh2dPipelineKey;
|
||||
|
||||
fn specialize(
|
||||
&self,
|
||||
key: Self::Key,
|
||||
layout: &MeshVertexBufferLayout,
|
||||
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
|
||||
/*
|
||||
let mut shader_defs = Vec::new();
|
||||
shader_defs.push("LINES_3D".to_string());
|
||||
if depth_test {
|
||||
shader_defs.push("DEPTH_TEST_ENABLED".to_string());
|
||||
}
|
||||
*/
|
||||
|
||||
let vertex_buffer_layout = layout.get_layout(&[
|
||||
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
|
||||
Mesh::ATTRIBUTE_COLOR.at_shader_location(1),
|
||||
])?;
|
||||
|
||||
Ok(RenderPipelineDescriptor {
|
||||
vertex: VertexState {
|
||||
shader: self.shader.clone_weak(),
|
||||
entry_point: "vertex".into(),
|
||||
shader_defs: vec![],
|
||||
buffers: vec![vertex_buffer_layout],
|
||||
},
|
||||
fragment: Some(FragmentState {
|
||||
shader: self.shader.clone_weak(),
|
||||
shader_defs: vec![],
|
||||
entry_point: "fragment".into(),
|
||||
targets: vec![Some(ColorTargetState {
|
||||
format: TextureFormat::bevy_default(),
|
||||
blend: Some(BlendState::ALPHA_BLENDING),
|
||||
write_mask: ColorWrites::ALL,
|
||||
})],
|
||||
}),
|
||||
layout: vec![self.mesh_pipeline.view_layout.clone()],
|
||||
primitive: PrimitiveState {
|
||||
front_face: FrontFace::Ccw,
|
||||
cull_mode: None,
|
||||
unclipped_depth: false,
|
||||
polygon_mode: PolygonMode::Fill,
|
||||
conservative: false,
|
||||
topology: PrimitiveTopology::LineList,
|
||||
strip_index_format: None,
|
||||
},
|
||||
depth_stencil: None,
|
||||
multisample: MultisampleState {
|
||||
count: key.msaa_samples(),
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
},
|
||||
label: None,
|
||||
push_constant_ranges: vec![],
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) fn queue(
|
||||
draw2d_functions: Res<DrawFunctions<Transparent2d>>,
|
||||
debug_line_pipeline: Res<DebugLinePipeline>,
|
||||
mut pipeline_cache: ResMut<PipelineCache>,
|
||||
mut specialized_pipelines: ResMut<SpecializedMeshPipelines<DebugLinePipeline>>,
|
||||
render_meshes: Res<RenderAssets<Mesh>>,
|
||||
msaa: Res<Msaa>,
|
||||
material_meshes: Query<(&Mesh2dUniform, &Mesh2dHandle), With<RenderDebugLinesMesh>>,
|
||||
mut views: Query<(&VisibleEntities, &mut RenderPhase<Transparent2d>)>,
|
||||
) {
|
||||
for (view, mut phase) in views.iter_mut() {
|
||||
let draw_mesh2d = draw2d_functions.read().get_id::<DrawDebugLines>().unwrap();
|
||||
let msaa_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples());
|
||||
|
||||
for visible_entity in &view.entities {
|
||||
if let Ok((uniform, mesh_handle)) = material_meshes.get(*visible_entity) {
|
||||
if let Some(mesh) = render_meshes.get(&mesh_handle.0) {
|
||||
let mesh_key = msaa_key
|
||||
| Mesh2dPipelineKey::from_primitive_topology(
|
||||
PrimitiveTopology::LineList,
|
||||
);
|
||||
let mesh_z = uniform.transform.w_axis.z;
|
||||
let pipeline = specialized_pipelines
|
||||
.specialize(
|
||||
&mut pipeline_cache,
|
||||
&debug_line_pipeline,
|
||||
mesh_key,
|
||||
&mesh.layout,
|
||||
)
|
||||
.unwrap();
|
||||
phase.add(Transparent2d {
|
||||
entity: *visible_entity,
|
||||
draw_function: draw_mesh2d,
|
||||
pipeline,
|
||||
sort_key: FloatOrd(mesh_z),
|
||||
batch_range: None,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) type DrawDebugLines = (
|
||||
SetItemPipeline,
|
||||
SetMesh2dViewBindGroup<0>,
|
||||
SetMesh2dBindGroup<1>,
|
||||
DrawMesh2d,
|
||||
);
|
||||
}
|
||||
@@ -395,8 +395,8 @@ impl TestbedApp {
|
||||
.add_plugins(DefaultPlugins.set(window_plugin))
|
||||
.add_plugins(OrbitCameraPlugin)
|
||||
.add_plugins(WireframePlugin)
|
||||
// .add_plugins(debug_render::RapierDebugRenderPlugin::default())
|
||||
.add_plugins(bevy_egui::EguiPlugin);
|
||||
// .add_plugins(debug_render::RapierDebugRenderPlugin::default());
|
||||
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
app.add_plugin(bevy_webgl2::WebGL2Plugin);
|
||||
@@ -412,7 +412,7 @@ impl TestbedApp {
|
||||
.insert_non_send_resource(self.plugins)
|
||||
// .add_stage_before(CoreStage::Update, "physics", SystemStage::single_threaded())
|
||||
// .add_system_to_stage("physics", update_testbed)
|
||||
.add_systems(PreUpdate, update_testbed)
|
||||
.add_systems(Update, update_testbed)
|
||||
.add_systems(Update, egui_focus);
|
||||
init(&mut app);
|
||||
app.run();
|
||||
@@ -1100,7 +1100,7 @@ fn update_testbed(
|
||||
// mut pipelines: ResMut<Assets<RenderPipelineDescriptor>>,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<BevyMaterial>>,
|
||||
builders: NonSendMut<SceneBuilders>,
|
||||
builders: ResMut<SceneBuilders>,
|
||||
mut graphics: NonSendMut<GraphicsManager>,
|
||||
mut state: ResMut<TestbedState>,
|
||||
mut harness: NonSendMut<Harness>,
|
||||
|
||||
Reference in New Issue
Block a user