Files
rapier/src_testbed/lines/mod.rs
2022-04-28 13:19:58 +02:00

359 lines
12 KiB
Rust

use bevy::{
asset::{Assets, HandleUntyped},
pbr::{NotShadowCaster, NotShadowReceiver},
prelude::*,
reflect::TypeUuid,
render::{
mesh::{/*Indices,*/ Mesh, VertexAttributeValues},
render_phase::AddRenderCommand,
render_resource::PrimitiveTopology,
render_resource::Shader,
},
};
mod render_dim;
// This module exists to "isolate" the `#[cfg]` attributes to this part of the
// code. Otherwise, we would pollute the code with a lot of feature
// gates-specific code.
#[cfg(feature = "dim3")]
mod dim {
pub(crate) use crate::lines::render_dim::r3d::{queue, DebugLinePipeline, DrawDebugLines};
pub(crate) use bevy::core_pipeline::Opaque3d as Phase;
use bevy::{asset::Handle, render::mesh::Mesh};
pub(crate) type MeshHandle = Handle<Mesh>;
pub(crate) fn from_handle(from: &MeshHandle) -> &Handle<Mesh> {
from
}
pub(crate) fn into_handle(from: Handle<Mesh>) -> MeshHandle {
from
}
pub(crate) const SHADER_FILE: &str = include_str!("debuglines.wgsl");
pub(crate) const DIMMENSION: &str = "3d";
}
#[cfg(feature = "dim2")]
mod dim {
pub(crate) use crate::lines::render_dim::r2d::{queue, DebugLinePipeline, DrawDebugLines};
pub(crate) use bevy::core_pipeline::Transparent2d as Phase;
use bevy::{asset::Handle, render::mesh::Mesh, sprite::Mesh2dHandle};
pub(crate) type MeshHandle = Mesh2dHandle;
pub(crate) fn from_handle(from: &MeshHandle) -> &Handle<Mesh> {
&from.0
}
pub(crate) fn into_handle(from: Handle<Mesh>) -> MeshHandle {
Mesh2dHandle(from)
}
pub(crate) const SHADER_FILE: &str = include_str!("debuglines2d.wgsl");
pub(crate) const DIMMENSION: &str = "2d";
}
// See debuglines.wgsl for explanation on 2 shaders.
//pub(crate) const SHADER_FILE: &str = include_str!("debuglines.wgsl");
pub(crate) const DEBUG_LINES_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 17477439189930443325);
pub(crate) struct DebugLinesConfig {
depth_test: bool,
}
/// Bevy plugin, for initializing stuff.
///
/// # Usage
///
/// ```
/// use bevy::prelude::*;
/// use bevy_prototype_debug_lines::*;
///
/// App::new()
/// .add_plugins(DefaultPlugins)
/// .add_plugin(DebugLinesPlugin::default())
/// .run();
/// ```
///
/// Alternatively, you can initialize the plugin with depth testing, so that
/// debug lines cut through geometry. To do this, use [`DebugLinesPlugin::with_depth_test(true)`].
/// ```
/// use bevy::prelude::*;
/// use bevy_prototype_debug_lines::*;
///
/// App::new()
/// .add_plugins(DefaultPlugins)
/// .add_plugin(DebugLinesPlugin::with_depth_test(true))
/// .run();
/// ```
#[derive(Debug, Default, Clone)]
pub struct DebugLinesPlugin {
depth_test: bool,
}
impl DebugLinesPlugin {
/// Controls whether debug lines should be drawn with depth testing enabled
/// or disabled.
///
/// # Arguments
///
/// * `val` - True if lines should intersect with other geometry, or false
/// if lines should always draw on top be drawn on top (the default).
pub fn with_depth_test(val: bool) -> Self {
Self { depth_test: val }
}
}
impl Plugin for DebugLinesPlugin {
fn build(&self, app: &mut App) {
use bevy::render::{render_resource::SpecializedMeshPipelines, RenderApp, RenderStage};
let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
shaders.set_untracked(
DEBUG_LINES_SHADER_HANDLE,
Shader::from_wgsl(dim::SHADER_FILE),
);
app.init_resource::<DebugLines>();
app.add_startup_system(setup)
.add_system_to_stage(CoreStage::PostUpdate, update.label("draw_lines"));
app.sub_app_mut(RenderApp)
.add_render_command::<dim::Phase, dim::DrawDebugLines>()
.insert_resource(DebugLinesConfig {
depth_test: self.depth_test,
})
.init_resource::<dim::DebugLinePipeline>()
.init_resource::<SpecializedMeshPipelines<dim::DebugLinePipeline>>()
.add_system_to_stage(RenderStage::Extract, extract)
.add_system_to_stage(RenderStage::Queue, dim::queue);
info!("Loaded {} debug lines plugin.", dim::DIMMENSION);
}
}
// Number of meshes to separate line buffers into.
// We don't really do culling currently but this is a gateway to that.
const MESH_COUNT: usize = 4;
// Maximum number of points for each individual mesh.
const MAX_POINTS_PER_MESH: usize = 2_usize.pow(16);
const _MAX_LINES_PER_MESH: usize = MAX_POINTS_PER_MESH / 2;
/// Maximum number of points.
pub const MAX_POINTS: usize = MAX_POINTS_PER_MESH * MESH_COUNT;
/// Maximum number of unique lines to draw at once.
pub const MAX_LINES: usize = MAX_POINTS / 2;
fn setup(mut cmds: Commands, mut meshes: ResMut<Assets<Mesh>>) {
// Spawn a bunch of meshes to use for lines.
for i in 0..MESH_COUNT {
// Create a new mesh with the number of vertices we need.
let mut mesh = Mesh::new(PrimitiveTopology::LineList);
mesh.insert_attribute(
Mesh::ATTRIBUTE_POSITION,
VertexAttributeValues::Float32x3(Vec::with_capacity(MAX_POINTS_PER_MESH)),
);
mesh.insert_attribute(
Mesh::ATTRIBUTE_COLOR,
VertexAttributeValues::Uint32(Vec::with_capacity(MAX_POINTS_PER_MESH)),
);
// https://github.com/Toqozz/bevy_debug_lines/issues/16
//mesh.set_indices(Some(Indices::U16(Vec::with_capacity(MAX_POINTS_PER_MESH))));
cmds.spawn_bundle((
dim::into_handle(meshes.add(mesh)),
NotShadowCaster,
NotShadowReceiver,
Transform::default(),
GlobalTransform::default(),
Visibility::default(),
ComputedVisibility::default(),
DebugLinesMesh(i),
));
}
}
fn update(
debug_line_meshes: Query<(&dim::MeshHandle, &DebugLinesMesh)>,
time: Res<Time>,
mut meshes: ResMut<Assets<Mesh>>,
mut lines: ResMut<DebugLines>,
) {
// For each debug line mesh, fill its buffers with the relevant positions/colors chunks.
for (mesh_handle, debug_lines_idx) in debug_line_meshes.iter() {
let mesh = meshes.get_mut(dim::from_handle(mesh_handle)).unwrap();
use VertexAttributeValues::{Float32x3, Float32x4, Uint32};
if let Some(Float32x3(vbuffer)) = mesh.attribute_mut(Mesh::ATTRIBUTE_POSITION) {
vbuffer.clear();
if let Some(new_content) = lines
.positions
.chunks(MAX_POINTS_PER_MESH)
.nth(debug_lines_idx.0)
{
vbuffer.extend(new_content);
}
}
if let Some(Uint32(cbuffer)) = mesh.attribute_mut(Mesh::ATTRIBUTE_COLOR) {
cbuffer.clear();
if let Some(new_content) = lines
.colors
.chunks(MAX_POINTS_PER_MESH)
.nth(debug_lines_idx.0)
{
cbuffer.extend(new_content);
}
}
/*
// https://github.com/Toqozz/bevy_debug_lines/issues/16
if let Some(Indices::U16(indices)) = mesh.indices_mut() {
indices.clear();
if let Some(new_content) = lines.durations.chunks(_MAX_LINES_PER_MESH).nth(debug_lines_idx.0) {
indices.extend(
new_content.iter().enumerate().map(|(i, _)| i as u16).flat_map(|i| [i * 2, i*2 + 1])
);
}
}
*/
}
// Processes stuff like getting rid of expired lines and stuff.
lines.update(time.delta_seconds());
}
/// Move the DebugLinesMesh marker Component to the render context.
fn extract(mut commands: Commands, query: Query<Entity, With<DebugLinesMesh>>) {
for entity in query.iter() {
commands.get_or_spawn(entity).insert(RenderDebugLinesMesh);
}
}
#[derive(Component)]
struct DebugLinesMesh(usize);
#[derive(Component)]
pub(crate) struct RenderDebugLinesMesh;
/// Bevy resource providing facilities to draw lines.
///
/// # Usage
/// ```
/// use bevy::prelude::*;
/// use bevy_prototype_debug_lines::*;
///
/// // Draws 3 horizontal lines, which disappear after 1 frame.
/// fn some_system(mut lines: ResMut<DebugLines>) {
/// lines.line(Vec3::new(-1.0, 1.0, 0.0), Vec3::new(1.0, 1.0, 0.0), 0.0);
/// lines.line_colored(
/// Vec3::new(-1.0, 0.0, 0.0),
/// Vec3::new(1.0, 0.0, 0.0),
/// 0.0,
/// Color::WHITE
/// );
/// lines.line_gradient(
/// Vec3::new(-1.0, -1.0, 0.0),
/// Vec3::new(1.0, -1.0, 0.0),
/// 0.0,
/// Color::WHITE, Color::PINK
/// );
/// }
/// ```
#[derive(Default)]
pub struct DebugLines {
pub positions: Vec<[f32; 3]>,
//pub colors: Vec<[f32; 4]>,
pub colors: Vec<u32>,
pub durations: Vec<f32>,
}
impl DebugLines {
/// Draw a line in world space, or update an existing line
///
/// # Arguments
///
/// * `start` - The start of the line in world space
/// * `end` - The end of the line in world space
/// * `duration` - Duration (in seconds) that the line should show for -- a value of
/// zero will show the line for 1 frame.
pub fn line(&mut self, start: Vec3, end: Vec3, duration: f32) {
self.line_colored(start, end, duration, Color::WHITE);
}
/// Draw a line in world space with a specified color, or update an existing line
///
/// # Arguments
///
/// * `start` - The start of the line in world space
/// * `end` - The end of the line in world space
/// * `duration` - Duration (in seconds) that the line should show for -- a value of
/// zero will show the line for 1 frame.
/// * `color` - Line color
pub fn line_colored(&mut self, start: Vec3, end: Vec3, duration: f32, color: Color) {
self.line_gradient(start, end, duration, color, color);
}
/// Draw a line in world space with a specified gradient color, or update an existing line
///
/// # Arguments
///
/// * `start` - The start of the line in world space
/// * `end` - The end of the line in world space
/// * `duration` - Duration (in seconds) that the line should show for -- a value of
/// zero will show the line for 1 frame.
/// * `start_color` - Line color
/// * `end_color` - Line color
pub fn line_gradient(
&mut self,
start: Vec3,
end: Vec3,
duration: f32,
start_color: Color,
end_color: Color,
) {
if self.positions.len() >= MAX_POINTS {
warn!("Tried to add a new line when existing number of lines was already at maximum, ignoring.");
return;
}
self.positions.push(start.into());
self.positions.push(end.into());
//self.colors.push(start_color.into());
//self.colors.push(end_color.into());
self.colors.push(start_color.as_rgba_u32());
self.colors.push(end_color.as_rgba_u32());
self.durations.push(duration);
}
// Returns the indices of the start and end positions of the nth line.
// The indices can also be used to access color data.
fn nth(&self, idx: usize) -> (usize, usize) {
let i = idx * 2;
(i, i + 1)
}
// Prepare [`ImmediateLinesStorage`] and [`RetainedLinesStorage`] for next
// frame.
// This clears the immediate mod buffers and tells the retained mode
// buffers to recompute expired lines list.
fn update(&mut self, dt: f32) {
// TODO: an actual line counter wouldn't hurt.
let mut i = 0;
let mut len = self.durations.len();
while i != len {
self.durations[i] -= dt;
// <= instead of < is fine here because this is always called AFTER sending the
// data to the mesh, so we're guaranteed at least a frame here.
if self.durations[i] <= 0.0 {
let (cur_s, cur_e) = self.nth(i);
let (last_s, last_e) = self.nth(len - 1);
self.positions.swap(cur_s, last_s);
self.positions.swap(cur_e, last_e);
self.colors.swap(cur_s, last_s);
self.colors.swap(cur_e, last_e);
self.durations.swap(i, len - 1);
len -= 1;
} else {
i += 1;
}
}
self.positions.truncate(len * 2);
self.colors.truncate(len * 2);
self.durations.truncate(len);
}
}