//! Create a custom material to draw basic lines in 3D use bevy::{ pbr::{MaterialPipeline, MaterialPipelineKey}, prelude::*, reflect::TypePath, render::{ mesh::{MeshVertexBufferLayoutRef, PrimitiveTopology}, render_asset::RenderAssetUsages, render_resource::{ AsBindGroup, PolygonMode, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError, }, }, }; /// 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::::default())) .add_systems(Startup, setup) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // 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(1.0, 0.0, 0.0), ], })), 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() } fn specialize( _pipeline: &MaterialPipeline, descriptor: &mut RenderPipelineDescriptor, _layout: &MeshVertexBufferLayoutRef, _key: MaterialPipelineKey, ) -> Result<(), SpecializedMeshPipelineError> { // This is the important part to tell bevy to render this material as a line between vertices descriptor.primitive.polygon_mode = PolygonMode::Line; Ok(()) } } /// A list of lines with a start and end position #[derive(Debug, Clone)] struct LineList { lines: Vec<(Vec3, Vec3)>, } impl From 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, } impl From 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) } }