Uses glTF extension processing to convert incoming 3d Meshes to 2d Meshes
use bevy::{
asset::LoadContext,
gltf::{
extensions::{ErasedGltfExtensionHandler, GltfExtensionHandler, GltfExtensionHandlers},
GltfPlugin,
},
mesh::{MeshVertexAttribute, MeshVertexBufferLayoutRef},
pbr::PbrPlugin,
prelude::*,
reflect::TypePath,
render::render_resource::*,
shader::ShaderRef,
sprite_render::{Material2d, Material2dKey, Material2dPlugin},
};
/// This example uses a shader source file from the assets subdirectory
const SHADER_ASSET_PATH: &str = "shaders/custom_gltf_2d.wgsl";
/// This vertex attribute supplies barycentric coordinates for each triangle.
///
/// Each component of the vector corresponds to one corner of a triangle. It's
/// equal to 1.0 in that corner and 0.0 in the other two. Hence, its value in
/// the fragment shader indicates proximity to a corner or the opposite edge.
const ATTRIBUTE_BARYCENTRIC: MeshVertexAttribute =
MeshVertexAttribute::new("Barycentric", 2137464976, VertexFormat::Float32x3);
fn main() {
App::new()
.insert_resource(GlobalAmbientLight {
color: Color::WHITE,
brightness: 2000.,
..default()
})
.add_plugins((
DefaultPlugins
.set(
GltfPlugin::default()
// Map a custom glTF attribute name to a `MeshVertexAttribute`.
// The glTF file used here has an attribute name with *two*
// underscores: __BARYCENTRIC
// One is stripped to do the comparison here.
.add_custom_vertex_attribute("_BARYCENTRIC", ATTRIBUTE_BARYCENTRIC),
)
.set(PbrPlugin {
gltf_enable_standard_materials: false,
..Default::default()
}),
GltfToMesh2dPlugin,
))
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
WorldAssetRoot(
asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/barycentric/barycentric.gltf")),
),
Transform::from_scale(150. * Vec3::ONE),
));
commands.spawn(Camera2d);
}
struct GltfToMesh2dPlugin;
impl Plugin for GltfToMesh2dPlugin {
fn build(&self, app: &mut App) {
#[cfg(target_family = "wasm")]
bevy::tasks::block_on(async {
app.world_mut()
.resource_mut::<GltfExtensionHandlers>()
.0
.write()
.await
.push(Box::new(GltfExtensionHandlerToMesh2d))
});
#[cfg(not(target_family = "wasm"))]
app.world_mut()
.resource_mut::<GltfExtensionHandlers>()
.0
.write_blocking()
.push(Box::new(GltfExtensionHandlerToMesh2d));
app.add_plugins(Material2dPlugin::<CustomMaterial>::default());
}
}
#[derive(Default, Clone)]
struct GltfExtensionHandlerToMesh2d;
impl GltfExtensionHandler for GltfExtensionHandlerToMesh2d {
fn dyn_clone(&self) -> Box<dyn ErasedGltfExtensionHandler> {
Box::new((*self).clone())
}
fn on_spawn_mesh_and_material(
&mut self,
load_context: &mut LoadContext<'_>,
_primitive: &gltf::Primitive,
_mesh: &gltf::Mesh,
_material: &gltf::Material,
entity: &mut EntityWorldMut,
_material_label: &str,
) {
if let Some(mesh3d) = entity.get::<Mesh3d>() {
let material_handle =
load_context.add_labeled_asset("AColorMaterial".to_string(), CustomMaterial {});
let mesh_handle = mesh3d.0.clone();
entity
.remove::<Mesh3d>()
.insert((Mesh2d(mesh_handle), MeshMaterial2d(material_handle.clone())));
}
}
}
/// This custom material uses barycentric coordinates from
/// `ATTRIBUTE_BARYCENTRIC` to shade a white border around each triangle. The
/// thickness of the border is animated using the global time shader uniform.
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
struct CustomMaterial {}
impl Material2d for CustomMaterial {
fn vertex_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
fn specialize(
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayoutRef,
_key: Material2dKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
let vertex_layout = layout.0.get_layout(&[
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
Mesh::ATTRIBUTE_COLOR.at_shader_location(1),
ATTRIBUTE_BARYCENTRIC.at_shader_location(2),
])?;
descriptor.vertex.buffers = vec![vertex_layout];
Ok(())
}
}#import bevy_sprite::{
mesh2d_view_bindings::globals,
mesh2d_functions::{get_world_from_local, mesh2d_position_local_to_clip},
}
struct Vertex {
@builtin(instance_index) instance_index: u32,
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
@location(2) barycentric: vec3<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) barycentric: vec3<f32>,
};
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
var out: VertexOutput;
let world_from_local = get_world_from_local(vertex.instance_index);
out.clip_position = mesh2d_position_local_to_clip(world_from_local, vec4<f32>(vertex.position, 1.0));
out.color = vertex.color;
out.barycentric = vertex.barycentric;
return out;
}
struct FragmentInput {
@location(0) color: vec4<f32>,
@location(1) barycentric: vec3<f32>,
};
@fragment
fn fragment(input: FragmentInput) -> @location(0) vec4<f32> {
let d = min(input.barycentric.x, min(input.barycentric.y, input.barycentric.z));
let t = 0.05 * (0.85 + sin(5.0 * globals.time));
return mix(vec4(1.0,1.0,1.0,1.0), input.color, smoothstep(t, t+0.01, d));
}