Merge pull request #374 from SludgePhD/update-bevy-wgpu
Update bevy (and thus wgpu)
This commit is contained in:
@@ -38,17 +38,17 @@ bincode = "1"
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Inflector = "0.11"
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md5 = "0.7"
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bevy_egui = "0.14"
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bevy_ecs = "0.7"
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bevy_egui = "0.15"
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bevy_ecs = "0.8"
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#bevy_prototype_debug_lines = "0.7"
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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 = "0.7", default-features = false, features = ["bevy_winit", "render", "x11"]}
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bevy = {version = "0.8", default-features = false, features = ["bevy_winit", "render", "x11"]}
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# Dependencies for WASM only.
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[target.'cfg(target_arch = "wasm32")'.dependencies]
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bevy = {version = "0.7", default-features = false, features = ["bevy_winit", "render"]}
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bevy = {version = "0.8", default-features = false, features = ["bevy_winit", "render"]}
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#bevy_webgl2 = "0.5"
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[dependencies.rapier]
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@@ -38,17 +38,17 @@ bincode = "1"
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Inflector = "0.11"
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md5 = "0.7"
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bevy_egui = "0.14"
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bevy_ecs = "0.7"
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bevy_egui = "0.15"
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bevy_ecs = "0.8"
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#bevy_prototype_debug_lines = "0.7"
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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 = "0.7", default-features = false, features = ["bevy_winit", "render", "x11"]}
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bevy = {version = "0.8", default-features = false, features = ["bevy_winit", "render", "x11"]}
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# Dependencies for WASM only.
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[target.'cfg(target_arch = "wasm32")'.dependencies]
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bevy = {version = "0.7", default-features = false, features = ["bevy_winit", "render"]}
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bevy = {version = "0.8", default-features = false, features = ["bevy_winit", "render"]}
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#bevy_webgl2 = "0.5"
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[dependencies.rapier]
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@@ -36,17 +36,17 @@ md5 = "0.7"
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Inflector = "0.11"
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serde = { version = "1", features = [ "derive" ] }
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bevy_egui = "0.14"
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bevy_ecs = "0.7"
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bevy_egui = "0.15"
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bevy_ecs = "0.8"
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#bevy_prototype_debug_lines = { version = "0.7", features = [ "3d" ] }
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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 = "0.7", default-features = false, features = ["bevy_winit", "render", "x11"]}
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bevy = {version = "0.8", default-features = false, features = ["bevy_winit", "render", "x11"]}
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# Dependencies for WASM only.
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[target.'cfg(target_arch = "wasm32")'.dependencies]
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bevy = {version = "0.7", default-features = false, features = ["bevy_winit", "render"]}
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bevy = {version = "0.8", default-features = false, features = ["bevy_winit", "render"]}
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#bevy_webgl2 = "0.5"
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[dependencies.rapier]
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@@ -40,17 +40,17 @@ md5 = "0.7"
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Inflector = "0.11"
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serde = { version = "1", features = [ "derive" ] }
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bevy_egui = "0.14"
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bevy_ecs = "0.7"
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bevy_egui = "0.15"
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bevy_ecs = "0.8"
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#bevy_prototype_debug_lines = { version = "0.7", features = [ "3d" ] }
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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 = "0.7", default-features = false, features = ["bevy_winit", "render", "x11"]}
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bevy = {version = "0.8", default-features = false, features = ["bevy_winit", "render", "x11"]}
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# Dependencies for WASM only.
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[target.'cfg(target_arch = "wasm32")'.dependencies]
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bevy = {version = "0.7", default-features = false, features = ["bevy_winit", "render"]}
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bevy = {version = "0.8", default-features = false, features = ["bevy_winit", "render"]}
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#bevy_webgl2 = "0.5"
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[dependencies.rapier]
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@@ -1,5 +1,8 @@
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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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@@ -35,7 +38,7 @@ mod render_dim;
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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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pub(crate) use bevy::core_pipeline::Opaque3d as Phase;
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pub(crate) use bevy::core_pipeline::core_3d::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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@@ -51,7 +54,7 @@ mod dim {
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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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pub(crate) use bevy::core_pipeline::Transparent2d as Phase;
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pub(crate) use bevy::core_pipeline::core_2d::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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@@ -153,6 +156,9 @@ 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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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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@@ -163,7 +169,7 @@ fn setup(mut cmds: Commands, mut meshes: ResMut<Assets<Mesh>>) {
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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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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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@@ -204,7 +210,7 @@ fn update(
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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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if let Some(Uint32(cbuffer)) = mesh.attribute_mut(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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@@ -233,7 +239,7 @@ fn update(
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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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fn extract(mut commands: Commands, query: Query<Entity, With<DebugLinesMesh>>, _: Res<MainWorld>) {
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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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@@ -1,6 +1,6 @@
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pub mod r3d {
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use bevy::{
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core_pipeline::Opaque3d,
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core_pipeline::core_3d::Opaque3d,
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pbr::{
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DrawMesh, MeshPipeline, MeshPipelineKey, MeshUniform, SetMeshBindGroup,
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SetMeshViewBindGroup,
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@@ -89,11 +89,11 @@ pub mod r3d {
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shader: self.shader.clone_weak(),
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shader_defs,
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entry_point: "fragment".into(),
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targets: vec![ColorTargetState {
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targets: vec![Some(ColorTargetState {
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format: TextureFormat::bevy_default(),
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blend,
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write_mask: ColorWrites::ALL,
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}],
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})],
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}),
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layout: Some(vec![self.mesh_pipeline.view_layout.clone()]),
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primitive: PrimitiveState {
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@@ -182,8 +182,7 @@ pub mod r3d {
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pub mod r2d {
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use bevy::{
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asset::Handle,
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core::FloatOrd,
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core_pipeline::Transparent2d,
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core_pipeline::core_2d::Transparent2d,
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prelude::*,
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render::{
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mesh::MeshVertexBufferLayout,
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@@ -204,6 +203,7 @@ pub mod r2d {
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DrawMesh2d, Mesh2dHandle, Mesh2dPipeline, Mesh2dPipelineKey, Mesh2dUniform,
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SetMesh2dBindGroup, SetMesh2dViewBindGroup,
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},
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utils::FloatOrd,
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};
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use crate::lines::{RenderDebugLinesMesh, DEBUG_LINES_SHADER_HANDLE};
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@@ -256,11 +256,11 @@ pub mod r2d {
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shader: self.shader.clone_weak(),
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shader_defs: vec![],
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entry_point: "fragment".into(),
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targets: vec![ColorTargetState {
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targets: vec![Some(ColorTargetState {
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format: TextureFormat::bevy_default(),
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blend: Some(BlendState::ALPHA_BLENDING),
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write_mask: ColorWrites::ALL,
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}],
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})],
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}),
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layout: Some(vec![self.mesh_pipeline.view_layout.clone()]),
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primitive: PrimitiveState {
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@@ -836,7 +836,7 @@ fn setup_graphics_environment(mut commands: Commands) {
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});
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commands
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.spawn_bundle(PerspectiveCameraBundle {
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.spawn_bundle(Camera3dBundle {
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transform: Transform::from_matrix(
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Mat4::look_at_rh(
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Vec3::new(-30.0, 30.0, 100.0),
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@@ -869,13 +869,13 @@ fn setup_graphics_environment(mut commands: Commands) {
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// ..Default::default()
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// });
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commands
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.spawn_bundle(OrthographicCameraBundle {
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.spawn_bundle(Camera2dBundle {
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transform: Transform {
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translation: Vec3::new(0.0, 0.0, 0.0),
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rotation: Quat::IDENTITY,
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scale: Vec3::new(0.01, 0.01, 1.0),
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},
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..OrthographicCameraBundle::new_2d()
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..Camera2dBundle::default()
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})
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.insert(OrbitCamera {
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zoom: 100.0,
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@@ -1298,7 +1298,7 @@ fn highlight_hovered_body(
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if let Some(cursor) = window.cursor_position() {
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let ndc_cursor = (cursor / Vec2::new(window.width(), window.height()) * 2.0) - Vec2::ONE;
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let ndc_to_world = camera_transform.compute_matrix() * camera.projection_matrix.inverse();
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let ndc_to_world = camera_transform.compute_matrix() * camera.projection_matrix().inverse();
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let ray_pt1 = ndc_to_world.project_point3(Vec3::new(ndc_cursor.x, ndc_cursor.y, -1.0));
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let ray_pt2 = ndc_to_world.project_point3(Vec3::new(ndc_cursor.x, ndc_cursor.y, 1.0));
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let ray_dir = ray_pt2 - ray_pt1;
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