Testbed: switch to bevy 0.7
This commit is contained in:
358
src_testbed/lines/mod.rs
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358
src_testbed/lines/mod.rs
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use bevy::{
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asset::{Assets, HandleUntyped},
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pbr::{NotShadowCaster, NotShadowReceiver},
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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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},
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};
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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 crate::lines::render_dim::r3d::{queue, DebugLinePipeline, DrawDebugLines};
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pub(crate) use bevy::core_pipeline::Opaque3d as Phase;
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use bevy::{asset::Handle, render::mesh::Mesh};
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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 crate::lines::render_dim::r2d::{queue, DebugLinePipeline, DrawDebugLines};
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pub(crate) use bevy::core_pipeline::Transparent2d as Phase;
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use bevy::{asset::Handle, render::mesh::Mesh, 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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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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/// ```
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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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/// ```
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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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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, RenderStage};
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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),
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);
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app.init_resource::<DebugLines>();
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app.add_startup_system(setup)
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.add_system_to_stage(CoreStage::PostUpdate, update.label("draw_lines"));
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app.sub_app_mut(RenderApp)
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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_system_to_stage(RenderStage::Extract, extract)
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.add_system_to_stage(RenderStage::Queue, dim::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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fn setup(mut cmds: Commands, mut meshes: ResMut<Assets<Mesh>>) {
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// 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.
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let mut mesh = Mesh::new(PrimitiveTopology::LineList);
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mesh.insert_attribute(
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Mesh::ATTRIBUTE_POSITION,
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VertexAttributeValues::Float32x3(Vec::with_capacity(MAX_POINTS_PER_MESH)),
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);
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mesh.insert_attribute(
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Mesh::ATTRIBUTE_COLOR,
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VertexAttributeValues::Uint32(Vec::with_capacity(MAX_POINTS_PER_MESH)),
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);
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// https://github.com/Toqozz/bevy_debug_lines/issues/16
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//mesh.set_indices(Some(Indices::U16(Vec::with_capacity(MAX_POINTS_PER_MESH))));
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cmds.spawn_bundle((
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dim::into_handle(meshes.add(mesh)),
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NotShadowCaster,
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NotShadowReceiver,
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Transform::default(),
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GlobalTransform::default(),
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Visibility::default(),
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ComputedVisibility::default(),
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DebugLinesMesh(i),
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));
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}
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}
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fn update(
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debug_line_meshes: Query<(&dim::MeshHandle, &DebugLinesMesh)>,
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time: Res<Time>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut lines: ResMut<DebugLines>,
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) {
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// For each debug line mesh, fill its buffers with the relevant positions/colors chunks.
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for (mesh_handle, debug_lines_idx) in debug_line_meshes.iter() {
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let mesh = meshes.get_mut(dim::from_handle(mesh_handle)).unwrap();
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use VertexAttributeValues::{Float32x3, Float32x4, Uint32};
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if let Some(Float32x3(vbuffer)) = mesh.attribute_mut(Mesh::ATTRIBUTE_POSITION) {
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vbuffer.clear();
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if let Some(new_content) = lines
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.positions
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.chunks(MAX_POINTS_PER_MESH)
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.nth(debug_lines_idx.0)
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{
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vbuffer.extend(new_content);
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}
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}
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if let Some(Uint32(cbuffer)) = mesh.attribute_mut(Mesh::ATTRIBUTE_COLOR) {
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cbuffer.clear();
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if let Some(new_content) = lines
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.colors
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.chunks(MAX_POINTS_PER_MESH)
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.nth(debug_lines_idx.0)
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{
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cbuffer.extend(new_content);
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}
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}
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/*
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// https://github.com/Toqozz/bevy_debug_lines/issues/16
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if let Some(Indices::U16(indices)) = mesh.indices_mut() {
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indices.clear();
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if let Some(new_content) = lines.durations.chunks(_MAX_LINES_PER_MESH).nth(debug_lines_idx.0) {
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indices.extend(
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new_content.iter().enumerate().map(|(i, _)| i as u16).flat_map(|i| [i * 2, i*2 + 1])
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);
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}
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}
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*/
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}
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// Processes stuff like getting rid of expired lines and stuff.
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lines.update(time.delta_seconds());
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}
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/// Move the DebugLinesMesh marker Component to the render context.
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fn extract(mut commands: Commands, query: Query<Entity, With<DebugLinesMesh>>) {
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for entity in query.iter() {
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commands.get_or_spawn(entity).insert(RenderDebugLinesMesh);
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}
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}
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#[derive(Component)]
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struct DebugLinesMesh(usize);
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#[derive(Component)]
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pub(crate) struct RenderDebugLinesMesh;
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/// Bevy resource providing facilities to draw lines.
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///
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/// # Usage
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/// ```
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/// use bevy::prelude::*;
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/// use bevy_prototype_debug_lines::*;
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///
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/// // Draws 3 horizontal lines, which disappear after 1 frame.
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/// fn some_system(mut lines: ResMut<DebugLines>) {
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/// lines.line(Vec3::new(-1.0, 1.0, 0.0), Vec3::new(1.0, 1.0, 0.0), 0.0);
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/// lines.line_colored(
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/// Vec3::new(-1.0, 0.0, 0.0),
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/// Vec3::new(1.0, 0.0, 0.0),
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/// 0.0,
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/// Color::WHITE
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/// );
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/// lines.line_gradient(
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/// Vec3::new(-1.0, -1.0, 0.0),
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/// Vec3::new(1.0, -1.0, 0.0),
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/// 0.0,
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/// Color::WHITE, Color::PINK
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/// );
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/// }
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/// ```
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#[derive(Default)]
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pub struct DebugLines {
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pub positions: Vec<[f32; 3]>,
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//pub colors: Vec<[f32; 4]>,
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pub colors: Vec<u32>,
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pub durations: Vec<f32>,
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}
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impl DebugLines {
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/// Draw a line in world space, or update an existing line
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///
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/// # Arguments
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///
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/// * `start` - The start of the line in world space
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/// * `end` - The end of the line in world space
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/// * `duration` - Duration (in seconds) that the line should show for -- a value of
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/// zero will show the line for 1 frame.
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pub fn line(&mut self, start: Vec3, end: Vec3, duration: f32) {
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self.line_colored(start, end, duration, Color::WHITE);
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}
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/// Draw a line in world space with a specified color, or update an existing line
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///
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/// # Arguments
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///
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/// * `start` - The start of the line in world space
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/// * `end` - The end of the line in world space
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/// * `duration` - Duration (in seconds) that the line should show for -- a value of
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/// zero will show the line for 1 frame.
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/// * `color` - Line color
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pub fn line_colored(&mut self, start: Vec3, end: Vec3, duration: f32, color: Color) {
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self.line_gradient(start, end, duration, color, color);
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}
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/// Draw a line in world space with a specified gradient color, or update an existing line
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///
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/// # Arguments
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///
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/// * `start` - The start of the line in world space
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/// * `end` - The end of the line in world space
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/// * `duration` - Duration (in seconds) that the line should show for -- a value of
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/// zero will show the line for 1 frame.
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/// * `start_color` - Line color
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/// * `end_color` - Line color
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pub fn line_gradient(
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&mut self,
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start: Vec3,
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end: Vec3,
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duration: f32,
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start_color: Color,
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end_color: Color,
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) {
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if self.positions.len() >= MAX_POINTS {
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warn!("Tried to add a new line when existing number of lines was already at maximum, ignoring.");
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return;
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}
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self.positions.push(start.into());
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self.positions.push(end.into());
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//self.colors.push(start_color.into());
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//self.colors.push(end_color.into());
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self.colors.push(start_color.as_rgba_u32());
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self.colors.push(end_color.as_rgba_u32());
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self.durations.push(duration);
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}
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// Returns the indices of the start and end positions of the nth line.
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// The indices can also be used to access color data.
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fn nth(&self, idx: usize) -> (usize, usize) {
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let i = idx * 2;
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(i, i + 1)
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}
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// Prepare [`ImmediateLinesStorage`] and [`RetainedLinesStorage`] for next
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// frame.
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// This clears the immediate mod buffers and tells the retained mode
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// buffers to recompute expired lines list.
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fn update(&mut self, dt: f32) {
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// TODO: an actual line counter wouldn't hurt.
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let mut i = 0;
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let mut len = self.durations.len();
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while i != len {
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self.durations[i] -= dt;
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// <= instead of < is fine here because this is always called AFTER sending the
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// data to the mesh, so we're guaranteed at least a frame here.
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if self.durations[i] <= 0.0 {
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let (cur_s, cur_e) = self.nth(i);
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let (last_s, last_e) = self.nth(len - 1);
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self.positions.swap(cur_s, last_s);
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self.positions.swap(cur_e, last_e);
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self.colors.swap(cur_s, last_s);
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self.colors.swap(cur_e, last_e);
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self.durations.swap(i, len - 1);
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len -= 1;
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} else {
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i += 1;
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}
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}
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self.positions.truncate(len * 2);
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self.colors.truncate(len * 2);
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self.durations.truncate(len);
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}
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}
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