Merge pull request #540 from johnny-smitherson/bevy-0.11
update bevy 0.11 - fix compile errors
This commit is contained in:
@@ -10,6 +10,7 @@
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- Make `Wheel::friction_slip` public to customize the front friction applied to the vehicle controller’s wheels.
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- Add the `DebugRenderBackend::filter_object` predicate that can be implemented to apply custom filtering rules
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on the objects being rendered.
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- Switch the testbed to `bevy 0.11` and use its new Gizmos API for rendering lines.
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## v0.17.2 (26 Feb. 2023)
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### Fix
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@@ -40,21 +40,24 @@ bincode = "1"
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Inflector = "0.11"
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md5 = "0.7"
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bevy_egui = "0.18"
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bevy_ecs = "0.9"
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bevy_egui = "0.22"
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bevy_ecs = "0.11"
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bevy_core_pipeline = "0.11"
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bevy_pbr = "0.11"
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bevy_sprite = "0.11"
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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 = "0.9", default-features = false, features = ["bevy_winit", "render", "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 = "0.9", default-features = false, features = ["bevy_winit", "render"]}
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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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package = "rapier2d-f64"
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path = "../rapier2d-f64"
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version = "0.17.0"
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version = "0.17.2"
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features = [ "serde-serialize", "debug-render", "profiler" ]
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@@ -40,21 +40,24 @@ bincode = "1"
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Inflector = "0.11"
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md5 = "0.7"
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bevy_egui = "0.18"
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bevy_ecs = "0.9"
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bevy_egui = "0.22"
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bevy_ecs = "0.11"
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bevy_core_pipeline = "0.11"
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bevy_pbr = "0.11"
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bevy_sprite = "0.11"
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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 = "0.9", default-features = false, features = ["bevy_winit", "render", "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 = "0.9", default-features = false, features = ["bevy_winit", "render"]}
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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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package = "rapier2d"
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path = "../rapier2d"
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version = "0.17.0"
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version = "0.17.2"
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features = [ "serde-serialize", "debug-render", "profiler" ]
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@@ -39,21 +39,24 @@ 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 = "0.18"
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bevy_ecs = "0.9"
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bevy_egui = "0.22"
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bevy_ecs = "0.11"
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bevy_core_pipeline = "0.11"
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bevy_pbr = "0.11"
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bevy_sprite = "0.11"
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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 = "0.9", default-features = false, features = ["bevy_winit", "render", "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 = "0.9", default-features = false, features = ["bevy_winit", "render"]}
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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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package = "rapier3d-f64"
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path = "../rapier3d-f64"
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version = "0.17.0"
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version = "0.17.2"
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features = [ "serde-serialize", "debug-render", "profiler" ]
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@@ -33,31 +33,34 @@ rand = "0.8"
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rand_pcg = "0.3"
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instant = { version = "0.1", features = [ "web-sys", "now" ]}
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bitflags = "1"
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glam = { version = "0.20", optional = true } # For Physx
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glam = { version = "0.24", optional = true } # For Physx
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num_cpus = { version = "1", optional = true }
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physx = { version = "0.16", features = [ "glam" ], optional = true }
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physx-sys = { version = "0.8", optional = true }
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physx = { version = "0.19", features = [ "glam" ], optional = true }
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physx-sys = { version = "0.11", optional = true }
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crossbeam = "0.8"
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bincode = "1"
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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 = "0.18"
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bevy_ecs = "0.9"
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bevy_egui = "0.22"
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bevy_ecs = "0.11"
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bevy_core_pipeline = "0.11"
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bevy_pbr = "0.11"
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bevy_sprite = "0.11"
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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 = "0.9", default-features = false, features = ["bevy_winit", "render", "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 = "0.9", default-features = false, features = ["bevy_winit", "render"]}
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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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package = "rapier3d"
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path = "../rapier3d"
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version = "0.17.0"
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version = "0.17.2"
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features = [ "serde-serialize", "debug-render", "profiler" ]
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@@ -16,7 +16,7 @@ rand = "0.8"
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getrandom = { version = "0.2", features = [ "js" ] }
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Inflector = "0.11"
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wasm-bindgen = "0.2"
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obj-rs = { version = "0.6", default-features = false }
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obj-rs = { version = "0.7", default-features = false }
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bincode = "1"
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serde = "1"
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@@ -17,7 +17,7 @@ rand = "0.8"
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getrandom = { version = "0.2", features = [ "js" ] }
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Inflector = "0.11"
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wasm-bindgen = "0.2"
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obj-rs = { version = "0.6", default-features = false }
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obj-rs = { version = "0.7", default-features = false }
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serde = "1"
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bincode = "1"
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@@ -87,8 +87,8 @@ impl OrbitCameraPlugin {
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}
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impl Plugin for OrbitCameraPlugin {
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fn build(&self, app: &mut App) {
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app.add_system(Self::mouse_motion_system)
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.add_system(Self::zoom_system)
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.add_system(Self::update_transform_system);
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app.add_systems(Update, Self::mouse_motion_system)
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.add_systems(Update, Self::zoom_system)
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.add_systems(Update, Self::update_transform_system);
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}
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}
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@@ -113,8 +113,8 @@ impl OrbitCameraPlugin {
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}
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impl Plugin for OrbitCameraPlugin {
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fn build(&self, app: &mut App) {
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app.add_system(Self::mouse_motion_system)
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.add_system(Self::zoom_system)
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.add_system(Self::update_transform_system);
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app.add_systems(Update, Self::mouse_motion_system)
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.add_systems(Update, Self::zoom_system)
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.add_systems(Update, Self::update_transform_system);
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}
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}
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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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@@ -7,65 +7,58 @@ use rapier::pipeline::{
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};
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#[derive(Resource)]
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pub struct DebugRenderPipelineResource(pub DebugRenderPipeline);
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pub struct RapierDebugRenderPlugin {
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depth_test: bool,
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pub struct DebugRenderPipelineResource {
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pub pipeline: DebugRenderPipeline,
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pub enabled: bool,
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}
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impl Default for RapierDebugRenderPlugin {
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fn default() -> Self {
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Self {
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depth_test: cfg!(feature = "dim3"),
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}
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}
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}
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#[derive(Default)]
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pub struct RapierDebugRenderPlugin {}
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impl Plugin for RapierDebugRenderPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugin(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 {
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pipeline: 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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.add_system_to_stage(CoreStage::Update, debug_render_scene);
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),
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enabled: false,
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})
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.add_systems(Update, debug_render_scene);
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}
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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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}
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fn debug_render_scene(
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mut pipeline: ResMut<DebugRenderPipelineResource>,
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mut debug_render: 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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pipeline.0.render(
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if debug_render.enabled {
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let mut backend = BevyLinesRenderBackend { gizmos };
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debug_render.pipeline.render(
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&mut backend,
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&harness.physics.bodies,
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&harness.physics.colliders,
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@@ -73,4 +66,5 @@ fn debug_render_scene(
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&harness.physics.multibody_joints,
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&harness.physics.narrow_phase,
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);
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}
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}
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@@ -22,7 +22,6 @@ 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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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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@@ -1,381 +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)
|
||||
* It has been partially updated to work with bevy 0.7, but hasn’t been released yet.
|
||||
* So, in the mean time, we are keeping a version here that we will replace by the
|
||||
* upstream dependency once:
|
||||
* 1. The version compatible with bevy 0.7 is released to crates.io.
|
||||
* 2. We find a way to make the 2D version work with our examples. The problem
|
||||
* only happens when running our own examples because cargo’s unification of
|
||||
* features will enable the `3d` feature of `bevy_debug_lines` when running
|
||||
* a `2d` example.
|
||||
*
|
||||
*/
|
||||
use bevy::{
|
||||
asset::{Assets, HandleUntyped},
|
||||
pbr::{NotShadowCaster, NotShadowReceiver},
|
||||
prelude::*,
|
||||
reflect::TypeUuid,
|
||||
render::{
|
||||
mesh::{/*Indices,*/ Mesh, VertexAttributeValues},
|
||||
render_phase::AddRenderCommand,
|
||||
render_resource::PrimitiveTopology,
|
||||
render_resource::Shader,
|
||||
},
|
||||
};
|
||||
|
||||
mod render_dim;
|
||||
|
||||
// This module exists to "isolate" the `#[cfg]` attributes to this part of the
|
||||
// code. Otherwise, we would pollute the code with a lot of feature
|
||||
// gates-specific code.
|
||||
#[cfg(feature = "dim3")]
|
||||
mod dim {
|
||||
pub(crate) use super::render_dim::r3d::{queue, DebugLinePipeline, DrawDebugLines};
|
||||
pub(crate) use bevy::core_pipeline::core_3d::Opaque3d as Phase;
|
||||
use bevy::{asset::Handle, render::mesh::Mesh};
|
||||
|
||||
pub(crate) type MeshHandle = Handle<Mesh>;
|
||||
pub(crate) fn from_handle(from: &MeshHandle) -> &Handle<Mesh> {
|
||||
from
|
||||
}
|
||||
pub(crate) fn into_handle(from: Handle<Mesh>) -> MeshHandle {
|
||||
from
|
||||
}
|
||||
pub(crate) const SHADER_FILE: &str = include_str!("debuglines.wgsl");
|
||||
pub(crate) const DIMMENSION: &str = "3d";
|
||||
}
|
||||
#[cfg(feature = "dim2")]
|
||||
mod dim {
|
||||
pub(crate) use super::render_dim::r2d::{queue, DebugLinePipeline, DrawDebugLines};
|
||||
pub(crate) use bevy::core_pipeline::core_2d::Transparent2d as Phase;
|
||||
use bevy::{asset::Handle, render::mesh::Mesh, sprite::Mesh2dHandle};
|
||||
|
||||
pub(crate) type MeshHandle = Mesh2dHandle;
|
||||
pub(crate) fn from_handle(from: &MeshHandle) -> &Handle<Mesh> {
|
||||
&from.0
|
||||
}
|
||||
pub(crate) fn into_handle(from: Handle<Mesh>) -> MeshHandle {
|
||||
Mesh2dHandle(from)
|
||||
}
|
||||
pub(crate) const SHADER_FILE: &str = include_str!("debuglines2d.wgsl");
|
||||
pub(crate) const DIMMENSION: &str = "2d";
|
||||
}
|
||||
|
||||
// See debuglines.wgsl for explanation on 2 shaders.
|
||||
//pub(crate) const SHADER_FILE: &str = include_str!("debuglines.wgsl");
|
||||
pub(crate) const DEBUG_LINES_SHADER_HANDLE: HandleUntyped =
|
||||
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 17477439189930443325);
|
||||
|
||||
#[derive(Resource)]
|
||||
pub(crate) struct DebugLinesConfig {
|
||||
depth_test: bool,
|
||||
}
|
||||
|
||||
/// Bevy plugin, for initializing stuff.
|
||||
///
|
||||
/// # Usage
|
||||
///
|
||||
/// ```.ignore
|
||||
/// use bevy::prelude::*;
|
||||
/// use bevy_prototype_debug_lines::*;
|
||||
///
|
||||
/// App::new()
|
||||
/// .add_plugins(DefaultPlugins)
|
||||
/// .add_plugin(DebugLinesPlugin::default())
|
||||
/// .run();
|
||||
/// ```
|
||||
///
|
||||
/// Alternatively, you can initialize the plugin with depth testing, so that
|
||||
/// debug lines cut through geometry. To do this, use [`DebugLinesPlugin::with_depth_test(true)`].
|
||||
/// ```.ignore
|
||||
/// use bevy::prelude::*;
|
||||
/// use bevy_prototype_debug_lines::*;
|
||||
///
|
||||
/// App::new()
|
||||
/// .add_plugins(DefaultPlugins)
|
||||
/// .add_plugin(DebugLinesPlugin::with_depth_test(true))
|
||||
/// .run();
|
||||
/// ```
|
||||
#[derive(Debug, Default, Clone)]
|
||||
pub struct DebugLinesPlugin {
|
||||
depth_test: bool,
|
||||
}
|
||||
|
||||
impl DebugLinesPlugin {
|
||||
/// Controls whether debug lines should be drawn with depth testing enabled
|
||||
/// or disabled.
|
||||
///
|
||||
/// # Arguments
|
||||
///
|
||||
/// * `val` - True if lines should intersect with other geometry, or false
|
||||
/// if lines should always draw on top be drawn on top (the default).
|
||||
pub fn with_depth_test(val: bool) -> Self {
|
||||
Self { depth_test: val }
|
||||
}
|
||||
}
|
||||
|
||||
impl Plugin for DebugLinesPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
use bevy::render::{render_resource::SpecializedMeshPipelines, RenderApp, RenderStage};
|
||||
let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
|
||||
shaders.set_untracked(
|
||||
DEBUG_LINES_SHADER_HANDLE,
|
||||
Shader::from_wgsl(dim::SHADER_FILE),
|
||||
);
|
||||
app.init_resource::<DebugLines>();
|
||||
app.add_startup_system(setup)
|
||||
.add_system_to_stage(CoreStage::PostUpdate, update.label("draw_lines"));
|
||||
app.sub_app_mut(RenderApp)
|
||||
.add_render_command::<dim::Phase, dim::DrawDebugLines>()
|
||||
.insert_resource(DebugLinesConfig {
|
||||
depth_test: self.depth_test,
|
||||
})
|
||||
.init_resource::<dim::DebugLinePipeline>()
|
||||
.init_resource::<SpecializedMeshPipelines<dim::DebugLinePipeline>>()
|
||||
.add_system_to_stage(RenderStage::Extract, extract)
|
||||
.add_system_to_stage(RenderStage::Queue, dim::queue);
|
||||
|
||||
info!("Loaded {} debug lines plugin.", dim::DIMMENSION);
|
||||
}
|
||||
}
|
||||
|
||||
// Number of meshes to separate line buffers into.
|
||||
// We don't really do culling currently but this is a gateway to that.
|
||||
const MESH_COUNT: usize = 4;
|
||||
// Maximum number of points for each individual mesh.
|
||||
const MAX_POINTS_PER_MESH: usize = 2_usize.pow(16);
|
||||
const _MAX_LINES_PER_MESH: usize = MAX_POINTS_PER_MESH / 2;
|
||||
/// Maximum number of points.
|
||||
pub const MAX_POINTS: usize = MAX_POINTS_PER_MESH * MESH_COUNT;
|
||||
/// Maximum number of unique lines to draw at once.
|
||||
pub const MAX_LINES: usize = MAX_POINTS / 2;
|
||||
|
||||
const ATTRIBUTE_COLOR: MeshVertexAttribute =
|
||||
MeshVertexAttribute::new("Vertex_Color", 1, VertexFormat::Uint32);
|
||||
|
||||
fn setup(mut cmds: Commands, mut meshes: ResMut<Assets<Mesh>>) {
|
||||
// Spawn a bunch of meshes to use for lines.
|
||||
for i in 0..MESH_COUNT {
|
||||
// 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_bundle((
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -1,337 +0,0 @@
|
||||
pub mod r3d {
|
||||
use bevy::{
|
||||
core_pipeline::core_3d::Opaque3d,
|
||||
pbr::{
|
||||
DrawMesh, MeshPipeline, MeshPipelineKey, MeshUniform, SetMeshBindGroup,
|
||||
SetMeshViewBindGroup,
|
||||
},
|
||||
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());
|
||||
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),
|
||||
])?;
|
||||
let (label, blend, depth_write_enabled);
|
||||
if key.contains(MeshPipelineKey::TRANSPARENT_MAIN_PASS) {
|
||||
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: Some(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),
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
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,
|
||||
core_pipeline::core_2d::Transparent2d,
|
||||
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},
|
||||
},
|
||||
sprite::{
|
||||
DrawMesh2d, Mesh2dHandle, Mesh2dPipeline, Mesh2dPipelineKey, Mesh2dUniform,
|
||||
SetMesh2dBindGroup, SetMesh2dViewBindGroup,
|
||||
},
|
||||
utils::FloatOrd,
|
||||
};
|
||||
|
||||
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: Some(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,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
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,
|
||||
);
|
||||
}
|
||||
@@ -5,8 +5,8 @@ use bevy::render::mesh::{Indices, VertexAttributeValues};
|
||||
use na::{point, Point3, Vector3};
|
||||
use std::collections::HashMap;
|
||||
|
||||
use bevy::pbr::wireframe::Wireframe;
|
||||
use bevy::render::render_resource::PrimitiveTopology;
|
||||
use bevy_pbr::wireframe::Wireframe;
|
||||
use rapier::geometry::{ColliderHandle, ColliderSet, Shape, ShapeType};
|
||||
#[cfg(feature = "dim3")]
|
||||
use rapier::geometry::{Cone, Cylinder};
|
||||
@@ -15,7 +15,7 @@ use rapier::math::{Isometry, Real, Vector};
|
||||
use crate::graphics::BevyMaterial;
|
||||
#[cfg(feature = "dim2")]
|
||||
use {
|
||||
bevy::sprite::MaterialMesh2dBundle,
|
||||
bevy_sprite::MaterialMesh2dBundle,
|
||||
na::{Point2, Vector2},
|
||||
rapier::geometry::{Ball, Cuboid},
|
||||
};
|
||||
@@ -235,10 +235,11 @@ impl EntityWithGraphics {
|
||||
//
|
||||
// Ball mesh
|
||||
//
|
||||
let ball = Mesh::from(shape::Icosphere {
|
||||
let ball = Mesh::try_from(shape::Icosphere {
|
||||
subdivisions: 2,
|
||||
radius: 1.0,
|
||||
});
|
||||
})
|
||||
.unwrap();
|
||||
out.insert(ShapeType::Ball, meshes.add(ball));
|
||||
|
||||
//
|
||||
|
||||
@@ -4,7 +4,7 @@ use crate::physics::PhysicsState;
|
||||
use crate::GraphicsManager;
|
||||
use bevy::prelude::*;
|
||||
// use bevy::render::render_resource::RenderPipelineDescriptor;
|
||||
use bevy_egui::EguiContext;
|
||||
use bevy_egui::EguiContexts;
|
||||
|
||||
pub trait TestbedPlugin {
|
||||
fn init_plugin(&mut self);
|
||||
@@ -31,7 +31,7 @@ pub trait TestbedPlugin {
|
||||
);
|
||||
fn update_ui(
|
||||
&mut self,
|
||||
ui_context: &EguiContext,
|
||||
ui_context: &EguiContexts,
|
||||
harness: &mut Harness,
|
||||
graphics: &mut GraphicsManager,
|
||||
commands: &mut Commands,
|
||||
|
||||
@@ -3,9 +3,10 @@ use std::mem;
|
||||
|
||||
use bevy::prelude::*;
|
||||
|
||||
use crate::debug_render::{DebugRenderPipelineResource, RapierDebugRenderPlugin};
|
||||
use crate::physics::{PhysicsEvents, PhysicsSnapshot, PhysicsState};
|
||||
use crate::plugin::TestbedPlugin;
|
||||
use crate::{debug_render, ui};
|
||||
use crate::ui;
|
||||
use crate::{graphics::GraphicsManager, harness::RunState};
|
||||
|
||||
use na::{self, Point2, Point3, Vector3};
|
||||
@@ -27,9 +28,11 @@ use crate::box2d_backend::Box2dWorld;
|
||||
use crate::harness::Harness;
|
||||
#[cfg(all(feature = "dim3", feature = "other-backends"))]
|
||||
use crate::physx_backend::PhysxWorld;
|
||||
use bevy::pbr::wireframe::WireframePlugin;
|
||||
use bevy::render::camera::Camera;
|
||||
use bevy_egui::EguiContext;
|
||||
use bevy_core_pipeline::prelude::ClearColor;
|
||||
use bevy_egui::EguiContexts;
|
||||
use bevy_pbr::wireframe::WireframePlugin;
|
||||
use bevy_pbr::AmbientLight;
|
||||
|
||||
#[cfg(feature = "dim2")]
|
||||
use crate::camera2d::{OrbitCamera, OrbitCameraPlugin};
|
||||
@@ -372,25 +375,25 @@ impl TestbedApp {
|
||||
};
|
||||
|
||||
let window_plugin = WindowPlugin {
|
||||
window: WindowDescriptor {
|
||||
primary_window: Some(Window {
|
||||
title,
|
||||
..Default::default()
|
||||
},
|
||||
}),
|
||||
..Default::default()
|
||||
};
|
||||
|
||||
let mut app = App::new();
|
||||
app.insert_resource(ClearColor(Color::rgb(0.15, 0.15, 0.15)))
|
||||
.insert_resource(Msaa { samples: 4 })
|
||||
.insert_resource(Msaa::Sample4)
|
||||
.insert_resource(AmbientLight {
|
||||
brightness: 0.3,
|
||||
..Default::default()
|
||||
})
|
||||
.add_plugins(DefaultPlugins.set(window_plugin))
|
||||
.add_plugin(OrbitCameraPlugin)
|
||||
.add_plugin(WireframePlugin)
|
||||
.add_plugin(bevy_egui::EguiPlugin)
|
||||
.add_plugin(debug_render::RapierDebugRenderPlugin::default());
|
||||
.add_plugins(OrbitCameraPlugin)
|
||||
.add_plugins(WireframePlugin)
|
||||
.add_plugins(RapierDebugRenderPlugin::default())
|
||||
.add_plugins(bevy_egui::EguiPlugin);
|
||||
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
app.add_plugin(bevy_webgl2::WebGL2Plugin);
|
||||
@@ -398,15 +401,14 @@ impl TestbedApp {
|
||||
#[cfg(feature = "other-backends")]
|
||||
app.insert_non_send_resource(self.other_backends);
|
||||
|
||||
app.add_startup_system(setup_graphics_environment)
|
||||
app.add_systems(Startup, setup_graphics_environment)
|
||||
.insert_non_send_resource(self.graphics)
|
||||
.insert_resource(self.state)
|
||||
.insert_non_send_resource(self.harness)
|
||||
.insert_resource(self.builders)
|
||||
.insert_non_send_resource(self.plugins)
|
||||
.add_stage_before(CoreStage::Update, "physics", SystemStage::single_threaded())
|
||||
.add_system_to_stage("physics", update_testbed)
|
||||
.add_system(egui_focus);
|
||||
.add_systems(Update, update_testbed)
|
||||
.add_systems(Update, egui_focus);
|
||||
init(&mut app);
|
||||
app.run();
|
||||
}
|
||||
@@ -709,10 +711,10 @@ impl<'a, 'b, 'c, 'd, 'e, 'f> Testbed<'a, 'b, 'c, 'd, 'e, 'f> {
|
||||
KeyCode::Space => {
|
||||
desired_movement += Vector::y() * 2.0;
|
||||
}
|
||||
KeyCode::RControl => {
|
||||
KeyCode::ControlRight => {
|
||||
desired_movement -= Vector::y();
|
||||
}
|
||||
KeyCode::RShift => {
|
||||
KeyCode::ShiftRight => {
|
||||
speed /= 10.0;
|
||||
}
|
||||
_ => {}
|
||||
@@ -750,10 +752,10 @@ impl<'a, 'b, 'c, 'd, 'e, 'f> Testbed<'a, 'b, 'c, 'd, 'e, 'f> {
|
||||
KeyCode::Space => {
|
||||
desired_movement += Vector::y() * 2.0;
|
||||
}
|
||||
KeyCode::RControl => {
|
||||
KeyCode::ControlRight => {
|
||||
desired_movement -= Vector::y();
|
||||
}
|
||||
KeyCode::RShift => {
|
||||
KeyCode::ShiftLeft => {
|
||||
speed /= 10.0;
|
||||
}
|
||||
_ => {}
|
||||
@@ -998,21 +1000,9 @@ fn draw_contacts(_nf: &NarrowPhase, _colliders: &ColliderSet) {
|
||||
|
||||
#[cfg(feature = "dim3")]
|
||||
fn setup_graphics_environment(mut commands: Commands) {
|
||||
const HALF_SIZE: f32 = 100.0;
|
||||
|
||||
commands.spawn(DirectionalLightBundle {
|
||||
directional_light: DirectionalLight {
|
||||
illuminance: 10000.0,
|
||||
// Configure the projection to better fit the scene
|
||||
shadow_projection: OrthographicProjection {
|
||||
left: -HALF_SIZE,
|
||||
right: HALF_SIZE,
|
||||
bottom: -HALF_SIZE,
|
||||
top: HALF_SIZE,
|
||||
near: -10.0 * HALF_SIZE,
|
||||
far: 100.0 * HALF_SIZE,
|
||||
..Default::default()
|
||||
},
|
||||
shadows_enabled: true,
|
||||
..Default::default()
|
||||
},
|
||||
@@ -1073,7 +1063,7 @@ fn setup_graphics_environment(mut commands: Commands) {
|
||||
});
|
||||
}
|
||||
|
||||
fn egui_focus(mut ui_context: ResMut<EguiContext>, mut cameras: Query<&mut OrbitCamera>) {
|
||||
fn egui_focus(mut ui_context: EguiContexts, mut cameras: Query<&mut OrbitCamera>) {
|
||||
let mut camera_enabled = true;
|
||||
if ui_context.ctx_mut().wants_pointer_input() {
|
||||
camera_enabled = false;
|
||||
@@ -1083,19 +1073,22 @@ fn egui_focus(mut ui_context: ResMut<EguiContext>, mut cameras: Query<&mut Orbit
|
||||
}
|
||||
}
|
||||
|
||||
use bevy::window::PrimaryWindow;
|
||||
|
||||
fn update_testbed(
|
||||
mut commands: Commands,
|
||||
windows: Res<Windows>,
|
||||
windows: Query<&Window, With<PrimaryWindow>>,
|
||||
// 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 debug_render: ResMut<DebugRenderPipelineResource>,
|
||||
mut harness: NonSendMut<Harness>,
|
||||
#[cfg(feature = "other-backends")] mut other_backends: NonSendMut<OtherBackends>,
|
||||
mut plugins: NonSendMut<Plugins>,
|
||||
mut ui_context: ResMut<EguiContext>,
|
||||
mut ui_context: EguiContexts,
|
||||
mut gfx_components: Query<(&mut Transform,)>,
|
||||
mut cameras: Query<(&Camera, &GlobalTransform, &mut OrbitCamera)>,
|
||||
keys: Res<Input<KeyCode>>,
|
||||
@@ -1136,7 +1129,7 @@ fn update_testbed(
|
||||
// Update UI
|
||||
{
|
||||
let harness = &mut *harness;
|
||||
ui::update_ui(&mut ui_context, &mut state, harness);
|
||||
ui::update_ui(&mut ui_context, &mut state, harness, &mut debug_render);
|
||||
|
||||
for plugin in &mut plugins.0 {
|
||||
plugin.update_ui(
|
||||
@@ -1407,7 +1400,7 @@ fn update_testbed(
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(window) = windows.get_primary() {
|
||||
if let Ok(window) = windows.get_single() {
|
||||
for (camera, camera_pos, _) in cameras.iter_mut() {
|
||||
highlight_hovered_body(
|
||||
&mut *materials,
|
||||
@@ -1419,7 +1412,7 @@ fn update_testbed(
|
||||
camera_pos,
|
||||
);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
graphics.draw(
|
||||
&harness.physics.bodies,
|
||||
@@ -1494,7 +1487,10 @@ fn highlight_hovered_body(
|
||||
}
|
||||
|
||||
if let Some(cursor) = window.cursor_position() {
|
||||
let ndc_cursor = (cursor / Vec2::new(window.width(), window.height()) * 2.0) - Vec2::ONE;
|
||||
let ndc_cursor = Vec2::new(
|
||||
cursor.x / window.width() * 2.0 - 1.0,
|
||||
1.0 - cursor.y / window.height() * 2.0,
|
||||
);
|
||||
let ndc_to_world = camera_transform.compute_matrix() * camera.projection_matrix().inverse();
|
||||
let ray_pt1 = ndc_to_world.project_point3(Vec3::new(ndc_cursor.x, ndc_cursor.y, -1.0));
|
||||
let ray_pt2 = ndc_to_world.project_point3(Vec3::new(ndc_cursor.x, ndc_cursor.y, 1.0));
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
use rapier::counters::Counters;
|
||||
use rapier::math::Real;
|
||||
|
||||
use crate::debug_render::DebugRenderPipelineResource;
|
||||
use crate::harness::Harness;
|
||||
use crate::testbed::{
|
||||
RunMode, TestbedActionFlags, TestbedState, TestbedStateFlags, PHYSX_BACKEND_PATCH_FRICTION,
|
||||
@@ -9,9 +10,14 @@ use crate::testbed::{
|
||||
|
||||
use crate::PhysicsState;
|
||||
use bevy_egui::egui::Slider;
|
||||
use bevy_egui::{egui, EguiContext};
|
||||
use bevy_egui::{egui, EguiContexts};
|
||||
|
||||
pub fn update_ui(ui_context: &mut EguiContext, state: &mut TestbedState, harness: &mut Harness) {
|
||||
pub fn update_ui(
|
||||
ui_context: &mut EguiContexts,
|
||||
state: &mut TestbedState,
|
||||
harness: &mut Harness,
|
||||
debug_render: &mut DebugRenderPipelineResource,
|
||||
) {
|
||||
egui::Window::new("Parameters").show(ui_context.ctx_mut(), |ui| {
|
||||
if state.backend_names.len() > 1 && !state.example_names.is_empty() {
|
||||
let mut changed = false;
|
||||
@@ -157,6 +163,7 @@ pub fn update_ui(ui_context: &mut EguiContext, state: &mut TestbedState, harness
|
||||
ui.checkbox(&mut sleep, "sleep enabled");
|
||||
// ui.checkbox(&mut contact_points, "draw contacts");
|
||||
// ui.checkbox(&mut wireframe, "draw wireframes");
|
||||
ui.checkbox(&mut debug_render.enabled, "debug render enabled");
|
||||
|
||||
state.flags.set(TestbedStateFlags::SLEEP, sleep);
|
||||
// state
|
||||
|
||||
Reference in New Issue
Block a user