use bevy::{
pbr::{MaterialPipeline, MaterialPipelineKey},
prelude::*,
reflect::TypeUuid,
render::{
mesh::{MeshVertexBufferLayout, PrimitiveTopology},
render_resource::{
AsBindGroup, PolygonMode, RenderPipelineDescriptor, ShaderRef,
SpecializedMeshPipelineError,
},
},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(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(MaterialMeshBundle {
mesh: meshes.add(Mesh::from(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)),
],
})),
transform: Transform::from_xyz(-1.5, 0.0, 0.0),
material: materials.add(LineMaterial {
color: Color::GREEN,
}),
..default()
});
commands.spawn(MaterialMeshBundle {
mesh: meshes.add(Mesh::from(LineStrip {
points: vec![
Vec3::ZERO,
Vec3::new(1.0, 1.0, 0.0),
Vec3::new(1.0, 0.0, 0.0),
],
})),
transform: Transform::from_xyz(0.5, 0.0, 0.0),
material: materials.add(LineMaterial { color: Color::BLUE }),
..default()
});
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
#[derive(Default, AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "050ce6ac-080a-4d8c-b6b5-b5bab7560d8f"]
struct LineMaterial {
#[uniform(0)]
color: Color,
}
impl Material for LineMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/line_material.wgsl".into()
}
fn specialize(
_pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
_layout: &MeshVertexBufferLayout,
_key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
descriptor.primitive.polygon_mode = PolygonMode::Line;
Ok(())
}
}
#[derive(Debug, Clone)]
pub struct LineList {
pub lines: Vec<(Vec3, Vec3)>,
}
impl From<LineList> for Mesh {
fn from(line: LineList) -> Self {
let mut mesh = Mesh::new(PrimitiveTopology::LineList);
let vertices: Vec<_> = line.lines.into_iter().flat_map(|(a, b)| [a, b]).collect();
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertices);
mesh
}
}
#[derive(Debug, Clone)]
pub struct LineStrip {
pub points: Vec<Vec3>,
}
impl From<LineStrip> for Mesh {
fn from(line: LineStrip) -> Self {
let mut mesh = Mesh::new(PrimitiveTopology::LineStrip);
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, line.points);
mesh
}
}