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https://github.com/bevyengine/bevy.git
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25ac10100f
# 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>
119 lines
3.4 KiB
Rust
119 lines
3.4 KiB
Rust
//! Create a custom material to draw basic lines in 3D
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use bevy::{
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asset::RenderAssetUsages,
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mesh::{Indices, PrimitiveTopology},
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prelude::*,
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reflect::TypePath,
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render::render_resource::AsBindGroup,
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shader::ShaderRef,
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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/line_material.wgsl";
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fn main() {
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App::new()
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.add_plugins((DefaultPlugins, MaterialPlugin::<LineMaterial>::default()))
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<LineMaterial>>,
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) {
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// Spawn a list of lines with start and end points for each lines
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commands.spawn((
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Mesh3d(meshes.add(LineList {
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lines: vec![
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(Vec3::ZERO, Vec3::new(1.0, 1.0, 0.0)),
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(Vec3::new(1.0, 1.0, 0.0), Vec3::new(1.0, 0.0, 0.0)),
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],
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})),
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MeshMaterial3d(materials.add(LineMaterial {
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color: LinearRgba::GREEN,
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})),
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Transform::from_xyz(-1.5, 0.0, 0.0),
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));
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// Spawn a line strip that goes from point to point
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commands.spawn((
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Mesh3d(meshes.add(LineStrip {
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points: vec![
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Vec3::ZERO,
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Vec3::new(1.0, 1.0, 0.0),
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Vec3::new(2.0, 0.0, 0.0),
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Vec3::new(2.0, 1.0, 0.0),
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Vec3::new(3.0, 1.0, 0.0),
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],
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indices: Indices::U16(vec![0, 1, u16::MAX /* primitive restart */, 2, 3, 4]),
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})),
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MeshMaterial3d(materials.add(LineMaterial {
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color: LinearRgba::BLUE,
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})),
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Transform::from_xyz(0.5, 0.0, 0.0),
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));
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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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#[derive(Asset, TypePath, Default, AsBindGroup, Debug, Clone)]
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struct LineMaterial {
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#[uniform(0)]
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color: LinearRgba,
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}
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impl Material for LineMaterial {
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fn fragment_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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}
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/// A list of lines with a start and end position
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#[derive(Debug, Clone)]
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struct LineList {
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lines: Vec<(Vec3, Vec3)>,
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}
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impl From<LineList> for Mesh {
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fn from(line: LineList) -> Self {
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let vertices: Vec<_> = line.lines.into_iter().flat_map(|(a, b)| [a, b]).collect();
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Mesh::new(
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// This tells wgpu that the positions are list of lines
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// where every pair is a start and end point
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PrimitiveTopology::LineList,
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RenderAssetUsages::RENDER_WORLD,
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)
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// Add the vertices positions as an attribute
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.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vertices)
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}
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}
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/// A list of points that will have a line drawn between each consecutive points
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#[derive(Debug, Clone)]
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struct LineStrip {
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points: Vec<Vec3>,
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indices: Indices,
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}
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impl From<LineStrip> for Mesh {
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fn from(line: LineStrip) -> Self {
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Mesh::new(
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// This tells wgpu that the positions are a list of points
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// where a line will be drawn between each consecutive point
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PrimitiveTopology::LineStrip,
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RenderAssetUsages::RENDER_WORLD,
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)
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// Add the point positions as an attribute
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.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, line.points)
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.with_inserted_indices(line.indices)
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}
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}
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