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bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/examples/gltf/gltf_extension_mesh_2d.rs
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//! Uses glTF extension processing to convert incoming 3d Meshes to 2d Meshes
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use bevy::{
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asset::LoadContext,
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gltf::{
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extensions::{GltfExtensionHandler, GltfExtensionHandlers},
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GltfPlugin,
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},
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mesh::{MeshVertexAttribute, MeshVertexBufferLayoutRef},
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pbr::PbrPlugin,
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prelude::*,
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reflect::TypePath,
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render::render_resource::*,
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shader::ShaderRef,
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sprite_render::{Material2d, Material2dKey, Material2dPlugin},
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};
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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/custom_gltf_2d.wgsl";
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/// This vertex attribute supplies barycentric coordinates for each triangle.
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///
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/// Each component of the vector corresponds to one corner of a triangle. It's
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/// equal to 1.0 in that corner and 0.0 in the other two. Hence, its value in
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/// the fragment shader indicates proximity to a corner or the opposite edge.
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const ATTRIBUTE_BARYCENTRIC: MeshVertexAttribute =
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MeshVertexAttribute::new("Barycentric", 2137464976, VertexFormat::Float32x3);
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fn main() {
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App::new()
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.insert_resource(GlobalAmbientLight {
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color: Color::WHITE,
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brightness: 2000.,
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..default()
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})
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.add_plugins((
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DefaultPlugins
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.set(
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GltfPlugin::default()
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// Map a custom glTF attribute name to a `MeshVertexAttribute`.
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// The glTF file used here has an attribute name with *two*
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// underscores: __BARYCENTRIC
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// One is stripped to do the comparison here.
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.add_custom_vertex_attribute("_BARYCENTRIC", ATTRIBUTE_BARYCENTRIC),
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)
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.set(PbrPlugin {
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gltf_render_enabled: false,
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..Default::default()
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}),
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GltfToMesh2dPlugin,
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))
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn((
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SceneRoot(
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asset_server
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.load(GltfAssetLabel::Scene(0).from_asset("models/barycentric/barycentric.gltf")),
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),
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Transform::from_scale(150. * Vec3::ONE),
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));
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commands.spawn(Camera2d);
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}
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struct GltfToMesh2dPlugin;
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impl Plugin for GltfToMesh2dPlugin {
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fn build(&self, app: &mut App) {
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#[cfg(target_family = "wasm")]
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bevy::tasks::block_on(async {
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app.world_mut()
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.resource_mut::<GltfExtensionHandlers>()
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.0
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.write()
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.await
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.push(Box::new(GltfExtensionHandlerToMesh2d))
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});
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#[cfg(not(target_family = "wasm"))]
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app.world_mut()
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.resource_mut::<GltfExtensionHandlers>()
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.0
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.write_blocking()
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.push(Box::new(GltfExtensionHandlerToMesh2d));
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app.add_plugins(Material2dPlugin::<CustomMaterial>::default());
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}
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}
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#[derive(Default, Clone)]
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struct GltfExtensionHandlerToMesh2d;
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impl GltfExtensionHandler for GltfExtensionHandlerToMesh2d {
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fn dyn_clone(&self) -> Box<dyn GltfExtensionHandler> {
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Box::new((*self).clone())
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}
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fn on_spawn_mesh_and_material(
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&mut self,
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load_context: &mut LoadContext<'_>,
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_primitive: &gltf::Primitive,
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_mesh: &gltf::Mesh,
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_material: &gltf::Material,
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entity: &mut EntityWorldMut,
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_material_label: &str,
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) {
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if let Some(mesh3d) = entity.get::<Mesh3d>() {
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let material_handle =
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load_context.add_labeled_asset("AColorMaterial".to_string(), CustomMaterial {});
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let mesh_handle = mesh3d.0.clone();
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entity
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.remove::<Mesh3d>()
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.insert((Mesh2d(mesh_handle), MeshMaterial2d(material_handle.clone())));
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}
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}
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}
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/// This custom material uses barycentric coordinates from
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/// `ATTRIBUTE_BARYCENTRIC` to shade a white border around each triangle. The
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/// thickness of the border is animated using the global time shader uniform.
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct CustomMaterial {}
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impl Material2d for CustomMaterial {
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fn vertex_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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fn fragment_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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fn specialize(
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descriptor: &mut RenderPipelineDescriptor,
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layout: &MeshVertexBufferLayoutRef,
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_key: Material2dKey<Self>,
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) -> Result<(), SpecializedMeshPipelineError> {
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let vertex_layout = layout.0.get_layout(&[
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Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
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Mesh::ATTRIBUTE_COLOR.at_shader_location(1),
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ATTRIBUTE_BARYCENTRIC.at_shader_location(2),
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])?;
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descriptor.vertex.buffers = vec![vertex_layout];
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Ok(())
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}
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}
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