Files
Luo Zhihao 25ac10100f Enable primitive restart (#22188)
# Objective

Depends on #22187. Fixes #17794. ~For platform consistency I think it’s
reasonable to enable primitive restart by default.~ wgpu will force
primitive restart after https://github.com/gfx-rs/wgpu/pull/8850.

## Solution

Add index format to MeshPipelineKey, replace
`MeshPipelineKey::from_primitive_topology` with
`MeshPipelineKey::from_primitive_topology_and_index`, and enable
`strip_index_format` in render pipeline.

## Testing

I modified the `lines` example to demonstrate primitive restart.

## Showcase

<details>
  <summary>Click to view showcase</summary>

<img width="1550" height="852" alt="屏幕截图_20251218_210849"
src="https://github.com/user-attachments/assets/a7c41943-f22b-415a-8132-98455f21735d"
/>

</details>
2026-03-23 22:30:34 +00:00

119 lines
3.4 KiB
Rust

//! Create a custom material to draw basic lines in 3D
use bevy::{
asset::RenderAssetUsages,
mesh::{Indices, PrimitiveTopology},
prelude::*,
reflect::TypePath,
render::render_resource::AsBindGroup,
shader::ShaderRef,
};
/// This example uses a shader source file from the assets subdirectory
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>>,
) {
// Spawn a list of lines with start and end points for each lines
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),
));
// Spawn a line strip that goes from point to point
commands.spawn((
Mesh3d(meshes.add(LineStrip {
points: vec![
Vec3::ZERO,
Vec3::new(1.0, 1.0, 0.0),
Vec3::new(2.0, 0.0, 0.0),
Vec3::new(2.0, 1.0, 0.0),
Vec3::new(3.0, 1.0, 0.0),
],
indices: Indices::U16(vec![0, 1, u16::MAX /* primitive restart */, 2, 3, 4]),
})),
MeshMaterial3d(materials.add(LineMaterial {
color: LinearRgba::BLUE,
})),
Transform::from_xyz(0.5, 0.0, 0.0),
));
// camera
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()
}
}
/// A list of lines with a start and end position
#[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(
// This tells wgpu that the positions are list of lines
// where every pair is a start and end point
PrimitiveTopology::LineList,
RenderAssetUsages::RENDER_WORLD,
)
// Add the vertices positions as an attribute
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vertices)
}
}
/// A list of points that will have a line drawn between each consecutive points
#[derive(Debug, Clone)]
struct LineStrip {
points: Vec<Vec3>,
indices: Indices,
}
impl From<LineStrip> for Mesh {
fn from(line: LineStrip) -> Self {
Mesh::new(
// This tells wgpu that the positions are a list of points
// where a line will be drawn between each consecutive point
PrimitiveTopology::LineStrip,
RenderAssetUsages::RENDER_WORLD,
)
// Add the point positions as an attribute
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, line.points)
.with_inserted_indices(line.indices)
}
}