use bevy::{
asset::RenderAssetUsages,
mesh::{MeshVertexBufferLayoutRef, PrimitiveTopology},
pbr::{MaterialPipeline, MaterialPipelineKey},
prelude::*,
reflect::TypePath,
render::render_resource::{
AsBindGroup, PolygonMode, RenderPipelineDescriptor, SpecializedMeshPipelineError,
},
shader::ShaderRef,
};
const SHADER_ASSET_PATH: &str = "shaders/line_material.wgsl";
fn main() {
App::new()
.add_plugins((DefaultPlugins, MaterialPlugin::<LineMaterial>::default()))
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<LineMaterial>>,
) {
commands.spawn((
Mesh3d(meshes.add(LineList {
lines: vec![
(Vec3::ZERO, Vec3::new(1.0, 1.0, 0.0)),
(Vec3::new(1.0, 1.0, 0.0), Vec3::new(1.0, 0.0, 0.0)),
],
})),
MeshMaterial3d(materials.add(LineMaterial {
color: LinearRgba::GREEN,
})),
Transform::from_xyz(-1.5, 0.0, 0.0),
));
commands.spawn((
Mesh3d(meshes.add(LineStrip {
points: vec![
Vec3::ZERO,
Vec3::new(1.0, 1.0, 0.0),
Vec3::new(1.0, 0.0, 0.0),
],
})),
MeshMaterial3d(materials.add(LineMaterial {
color: LinearRgba::BLUE,
})),
Transform::from_xyz(0.5, 0.0, 0.0),
));
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
#[derive(Asset, TypePath, Default, AsBindGroup, Debug, Clone)]
struct LineMaterial {
#[uniform(0)]
color: LinearRgba,
}
impl Material for LineMaterial {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
fn specialize(
_pipeline: &MaterialPipeline,
descriptor: &mut RenderPipelineDescriptor,
_layout: &MeshVertexBufferLayoutRef,
_key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
descriptor.primitive.polygon_mode = PolygonMode::Line;
Ok(())
}
}
#[derive(Debug, Clone)]
struct LineList {
lines: Vec<(Vec3, Vec3)>,
}
impl From<LineList> for Mesh {
fn from(line: LineList) -> Self {
let vertices: Vec<_> = line.lines.into_iter().flat_map(|(a, b)| [a, b]).collect();
Mesh::new(
PrimitiveTopology::LineList,
RenderAssetUsages::RENDER_WORLD,
)
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vertices)
}
}
#[derive(Debug, Clone)]
struct LineStrip {
points: Vec<Vec3>,
}
impl From<LineStrip> for Mesh {
fn from(line: LineStrip) -> Self {
Mesh::new(
PrimitiveTopology::LineStrip,
RenderAssetUsages::RENDER_WORLD,
)
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, line.points)
}
}