Initial commit.
This commit is contained in:
commit
399602e26a
|
@ -0,0 +1,64 @@
|
|||
on: [push, pull_request]
|
||||
|
||||
name: Continuous integration
|
||||
|
||||
jobs:
|
||||
check:
|
||||
name: Check
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
- uses: actions-rs/toolchain@v1
|
||||
with:
|
||||
profile: minimal
|
||||
toolchain: stable
|
||||
override: true
|
||||
- uses: actions-rs/cargo@v1
|
||||
with:
|
||||
command: check
|
||||
|
||||
test:
|
||||
name: Test Suite
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
- uses: actions-rs/toolchain@v1
|
||||
with:
|
||||
profile: minimal
|
||||
toolchain: stable
|
||||
override: true
|
||||
- uses: actions-rs/cargo@v1
|
||||
with:
|
||||
command: test
|
||||
|
||||
fmt:
|
||||
name: Rustfmt
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
- uses: actions-rs/toolchain@v1
|
||||
with:
|
||||
profile: minimal
|
||||
toolchain: stable
|
||||
override: true
|
||||
- run: rustup component add rustfmt
|
||||
- uses: actions-rs/cargo@v1
|
||||
with:
|
||||
command: fmt
|
||||
args: --all -- --check
|
||||
|
||||
clippy:
|
||||
name: Clippy
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
- uses: actions-rs/toolchain@v1
|
||||
with:
|
||||
profile: minimal
|
||||
toolchain: stable
|
||||
override: true
|
||||
- run: rustup component add clippy
|
||||
- uses: actions-rs/cargo@v1
|
||||
with:
|
||||
command: clippy
|
||||
args: -- -D warnings
|
|
@ -0,0 +1,2 @@
|
|||
/target
|
||||
/Cargo.lock
|
|
@ -0,0 +1,30 @@
|
|||
[package]
|
||||
name = "bevy_mod_outline"
|
||||
version = "0.1.0"
|
||||
edition = "2021"
|
||||
license = "MIT OR Apache-2.0"
|
||||
description = "A mesh outlining plugin for Bevy."
|
||||
readme = "README.md"
|
||||
homepage = "https://github.com/komadori/bevy_mod_outline/"
|
||||
repository = "https://github.com/komadori/bevy_mod_outline/"
|
||||
keywords = ["gamedev", "bevy", "outline"]
|
||||
categories = ["game-engines", "rendering"]
|
||||
|
||||
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
||||
|
||||
[dependencies]
|
||||
bevy = { version = "0.7", default-features = false, features = [
|
||||
"render",
|
||||
] }
|
||||
bevy_asset = { version = "0.7", default-features = false }
|
||||
|
||||
[dev-dependencies]
|
||||
bevy = { version = "0.7", default-features = false, features = [
|
||||
"bevy_winit",
|
||||
"x11",
|
||||
] }
|
||||
bevy_mod_rounded_box = "0.1"
|
||||
|
||||
[[example]]
|
||||
name = "cube"
|
||||
path = "examples/cube.rs"
|
|
@ -0,0 +1,202 @@
|
|||
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
|
||||
1. Definitions.
|
||||
|
||||
"License" shall mean the terms and conditions for use, reproduction,
|
||||
and distribution as defined by Sections 1 through 9 of this document.
|
||||
|
||||
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|
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|
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|
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|
||||
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|
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|
||||
"control" means (i) the power, direct or indirect, to cause the
|
||||
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|
||||
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|
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|
||||
|
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"You" (or "Your") shall mean an individual or Legal Entity
|
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|
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|
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|
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|
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"Work" shall mean the work of authorship, whether in Source or
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|
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APPENDIX: How to apply the Apache License to your work.
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@ -0,0 +1,23 @@
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Permission is hereby granted, free of charge, to any
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DEALINGS IN THE SOFTWARE.
|
|
@ -0,0 +1,24 @@
|
|||
# bevy_mod_outline
|
||||
|
||||
This crate provides a plugin for drawing outlines around meshes.
|
||||
|
||||
## Dependency
|
||||
|
||||
```toml
|
||||
[dependencies]
|
||||
bevy_mod_outline = "0.1"
|
||||
```
|
||||
|
||||
## Example
|
||||
|
||||
A rotating rounded cube with an outline.
|
||||
|
||||
```shell
|
||||
cargo run --example cube
|
||||
```
|
||||
|
||||
## Versions
|
||||
|
||||
| This Version | Bevy version |
|
||||
|--------------|--------------|
|
||||
| 0.1.x | 0.7.x |
|
|
@ -0,0 +1,82 @@
|
|||
use std::f32::consts::TAU;
|
||||
|
||||
use bevy::prelude::*;
|
||||
|
||||
use bevy_mod_outline::*;
|
||||
use bevy_mod_rounded_box::*;
|
||||
|
||||
#[bevy_main]
|
||||
fn main() {
|
||||
App::new()
|
||||
.insert_resource(Msaa { samples: 4 })
|
||||
.add_plugins(DefaultPlugins)
|
||||
.add_plugin(OutlinePlugin)
|
||||
.add_startup_system(setup)
|
||||
.add_system(rotate_cube)
|
||||
.run();
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
struct TheCube();
|
||||
|
||||
fn setup(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
) {
|
||||
// Spawn cube et al.
|
||||
commands.spawn_bundle(PbrBundle {
|
||||
mesh: meshes.add(Mesh::from(bevy::prelude::shape::Plane { size: 5.0 })),
|
||||
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
|
||||
..default()
|
||||
});
|
||||
commands
|
||||
.spawn_bundle(PbrBundle {
|
||||
mesh: meshes.add(Mesh::from(RoundedBox {
|
||||
size: Vec3::new(1., 1., 1.),
|
||||
radius: 0.3,
|
||||
subdivisions: 3,
|
||||
})),
|
||||
material: materials.add(Color::rgb(0.1, 0.1, 0.9).into()),
|
||||
transform: Transform::from_xyz(0.0, 1.0, 0.0),
|
||||
..default()
|
||||
})
|
||||
.insert(Outline {
|
||||
colour: Color::rgb(1.0, 0.0, 0.0),
|
||||
offset: 1.0,
|
||||
})
|
||||
.insert(TheCube());
|
||||
commands.spawn_bundle(PointLightBundle {
|
||||
point_light: PointLight {
|
||||
intensity: 1500.0,
|
||||
shadows_enabled: true,
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_xyz(4.0, 8.0, 4.0),
|
||||
..default()
|
||||
});
|
||||
commands.spawn_bundle(PerspectiveCameraBundle {
|
||||
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
}
|
||||
|
||||
fn rotate_cube(
|
||||
mut cubes: Query<&mut Transform, With<TheCube>>,
|
||||
timer: Res<Time>,
|
||||
mut t: Local<f32>,
|
||||
) {
|
||||
let ta = *t;
|
||||
*t = (ta + 0.5 * timer.delta_seconds()) % TAU;
|
||||
let tb = *t;
|
||||
let i1 = tb.cos() - ta.cos();
|
||||
let i2 = ta.sin() - tb.sin();
|
||||
for mut transform in cubes.iter_mut() {
|
||||
transform.rotate(Quat::from_rotation_z(
|
||||
TAU * 20.0 * i1 * timer.delta_seconds(),
|
||||
));
|
||||
transform.rotate(Quat::from_rotation_y(
|
||||
TAU * 20.0 * i2 * timer.delta_seconds(),
|
||||
));
|
||||
}
|
||||
}
|
|
@ -0,0 +1,136 @@
|
|||
use bevy::asset::load_internal_asset;
|
||||
use bevy::core_pipeline::Transparent3d;
|
||||
use bevy::pbr::{
|
||||
DrawMesh, MeshPipeline, MeshPipelineKey, MeshUniform, SetMeshBindGroup, SetMeshViewBindGroup,
|
||||
};
|
||||
use bevy::prelude::*;
|
||||
use bevy::reflect::TypeUuid;
|
||||
use bevy::render::mesh::{MeshVertexBufferLayout, PrimitiveTopology};
|
||||
use bevy::render::render_asset::RenderAssets;
|
||||
use bevy::render::render_phase::{AddRenderCommand, DrawFunctions, RenderPhase, SetItemPipeline};
|
||||
use bevy::render::render_resource::{
|
||||
Face, PipelineCache, RenderPipelineDescriptor, SpecializedMeshPipeline,
|
||||
SpecializedMeshPipelineError, SpecializedMeshPipelines,
|
||||
};
|
||||
use bevy::render::view::ExtractedView;
|
||||
use bevy::render::{RenderApp, RenderStage};
|
||||
|
||||
pub const OUTLINE_SHADER_HANDLE: HandleUntyped =
|
||||
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2101625026478770097);
|
||||
|
||||
#[derive(Clone, Component)]
|
||||
pub struct Outline {
|
||||
pub colour: Color,
|
||||
pub offset: f32,
|
||||
}
|
||||
|
||||
pub struct OutlinePlugin;
|
||||
|
||||
fn extract_outline(
|
||||
mut commands: Commands,
|
||||
mut previous_len: Local<usize>,
|
||||
mut query: Query<(Entity, &Outline)>,
|
||||
) {
|
||||
let mut values = Vec::with_capacity(*previous_len);
|
||||
for (entity, outline) in query.iter_mut() {
|
||||
values.push((entity, (outline.clone(),)));
|
||||
}
|
||||
*previous_len = values.len();
|
||||
commands.insert_or_spawn_batch(values);
|
||||
}
|
||||
|
||||
impl Plugin for OutlinePlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
load_internal_asset!(
|
||||
app,
|
||||
OUTLINE_SHADER_HANDLE,
|
||||
"outline.wgsl",
|
||||
Shader::from_wgsl
|
||||
);
|
||||
app.sub_app_mut(RenderApp)
|
||||
.add_render_command::<Transparent3d, DrawOutline>()
|
||||
.init_resource::<OutlinePipeline>()
|
||||
.init_resource::<SpecializedMeshPipelines<OutlinePipeline>>()
|
||||
.add_system_to_stage(RenderStage::Extract, extract_outline)
|
||||
.add_system_to_stage(RenderStage::Queue, queue_outline);
|
||||
}
|
||||
}
|
||||
|
||||
type DrawOutline = (
|
||||
SetItemPipeline,
|
||||
SetMeshViewBindGroup<0>,
|
||||
SetMeshBindGroup<1>,
|
||||
DrawMesh,
|
||||
);
|
||||
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
fn queue_outline(
|
||||
transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
|
||||
outline_pipeline: Res<OutlinePipeline>,
|
||||
msaa: Res<Msaa>,
|
||||
mut pipelines: ResMut<SpecializedMeshPipelines<OutlinePipeline>>,
|
||||
mut pipeline_cache: ResMut<PipelineCache>,
|
||||
render_meshes: Res<RenderAssets<Mesh>>,
|
||||
material_meshes: Query<(Entity, &MeshUniform, &Handle<Mesh>, &Outline)>,
|
||||
mut views: Query<(&ExtractedView, &mut RenderPhase<Transparent3d>)>,
|
||||
) {
|
||||
let draw_outline = transparent_3d_draw_functions
|
||||
.read()
|
||||
.get_id::<DrawOutline>()
|
||||
.unwrap();
|
||||
|
||||
let key = MeshPipelineKey::from_msaa_samples(msaa.samples)
|
||||
| MeshPipelineKey::from_primitive_topology(PrimitiveTopology::TriangleList);
|
||||
|
||||
for (view, mut transparent_phase) in views.iter_mut() {
|
||||
let view_matrix = view.transform.compute_matrix();
|
||||
let view_row_2 = view_matrix.row(2);
|
||||
for (entity, mesh_uniform, mesh_handle, _) in material_meshes.iter() {
|
||||
if let Some(mesh) = render_meshes.get(mesh_handle) {
|
||||
let pipeline = pipelines
|
||||
.specialize(&mut pipeline_cache, &outline_pipeline, key, &mesh.layout)
|
||||
.unwrap();
|
||||
transparent_phase.add(Transparent3d {
|
||||
entity,
|
||||
pipeline,
|
||||
draw_function: draw_outline,
|
||||
distance: view_row_2.dot(mesh_uniform.transform.col(3)),
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct OutlinePipeline {
|
||||
mesh_pipeline: MeshPipeline,
|
||||
}
|
||||
|
||||
impl FromWorld for OutlinePipeline {
|
||||
fn from_world(world: &mut World) -> Self {
|
||||
let world = world.cell();
|
||||
let mesh_pipeline = world.get_resource::<MeshPipeline>().unwrap().clone();
|
||||
OutlinePipeline { mesh_pipeline }
|
||||
}
|
||||
}
|
||||
|
||||
impl SpecializedMeshPipeline for OutlinePipeline {
|
||||
type Key = MeshPipelineKey;
|
||||
|
||||
fn specialize(
|
||||
&self,
|
||||
key: Self::Key,
|
||||
layout: &MeshVertexBufferLayout,
|
||||
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
|
||||
let mut descriptor = self.mesh_pipeline.specialize(key, layout)?;
|
||||
descriptor.primitive.cull_mode = Some(Face::Front);
|
||||
//descriptor.depth_stencil.as_mut().unwrap().depth_write_enabled = false;
|
||||
//descriptor.depth_stencil.as_mut().unwrap().depth_compare = CompareFunction::Always;
|
||||
descriptor.vertex.shader = OUTLINE_SHADER_HANDLE.typed();
|
||||
descriptor.fragment.as_mut().unwrap().shader = OUTLINE_SHADER_HANDLE.typed();
|
||||
descriptor.layout = Some(vec![
|
||||
self.mesh_pipeline.view_layout.clone(),
|
||||
self.mesh_pipeline.mesh_layout.clone(),
|
||||
]);
|
||||
Ok(descriptor)
|
||||
}
|
||||
}
|
|
@ -0,0 +1,39 @@
|
|||
#import bevy_pbr::mesh_view_bind_group
|
||||
#import bevy_pbr::mesh_struct
|
||||
|
||||
struct Vertex {
|
||||
[[location(0)]] position: vec3<f32>;
|
||||
[[location(1)]] normal: vec3<f32>;
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
[[builtin(position)]] clip_position: vec4<f32>;
|
||||
};
|
||||
|
||||
[[group(1), binding(0)]]
|
||||
var<uniform> mesh: Mesh;
|
||||
|
||||
fn mat4to3(m: mat4x4<f32>) -> mat3x3<f32> {
|
||||
return mat3x3<f32>(
|
||||
m[0].xyz, m[1].xyz, m[2].xyz
|
||||
);
|
||||
}
|
||||
|
||||
[[stage(vertex)]]
|
||||
fn vertex(vertex: Vertex) -> VertexOutput {
|
||||
var out: VertexOutput;
|
||||
var clip_pos = view.view_proj * (mesh.model * vec4<f32>(vertex.position, 1.0));
|
||||
var clip_norm = mat4to3(view.view_proj) * (mat4to3(mesh.model) * normalize(vertex.normal));
|
||||
var n_pos = clip_pos + vec4<f32>(50.0 * normalize(clip_norm.xy) * clip_pos.w / vec2<f32>(view.width, view.height), 0.0, 0.0);
|
||||
out.clip_position = n_pos + vec4<f32>(0.0,0.0,0.0,0.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
struct FragmentInput {
|
||||
[[builtin(front_facing)]] is_front: bool;
|
||||
};
|
||||
|
||||
[[stage(fragment)]]
|
||||
fn fragment(in: FragmentInput) -> [[location(0)]] vec4<f32> {
|
||||
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
|
||||
}
|
Loading…
Reference in New Issue