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authorSébastien Crozet <developer@crozet.re>2022-04-28 18:24:01 +0200
committerGitHub <noreply@github.com>2022-04-28 18:24:01 +0200
commit488aad0af3f772e14fd85b27bfff6c1db5d23829 (patch)
tree4c19f613750fcd8779714915dbb752ce369a4173 /src_testbed/lines/debuglines.wgsl
parent21a31bc1026d17d30b3a5ac35e6bb716dc66be6e (diff)
parent7dc038aec66783d72abda446d6251385e6ad30f4 (diff)
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Merge pull request #315 from dimforge/debug-renderer
Add a basic lines-based debug-renderer
Diffstat (limited to 'src_testbed/lines/debuglines.wgsl')
-rw-r--r--src_testbed/lines/debuglines.wgsl49
1 files changed, 49 insertions, 0 deletions
diff --git a/src_testbed/lines/debuglines.wgsl b/src_testbed/lines/debuglines.wgsl
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+++ b/src_testbed/lines/debuglines.wgsl
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+// This should work, but it's bugged right now so we have to use 2 shaders: https://github.com/bevyengine/bevy/issues/4011
+#ifdef LINES_3D
+ #import bevy_pbr::mesh_view_bind_group
+ //#import bevy_pbr::mesh_struct
+#else
+ //#import bevy_sprite::mesh2d_view_bind_group
+#endif
+
+struct Vertex {
+ [[location(0)]] pos: vec3<f32>;
+ [[location(1)]] color: u32;
+};
+
+struct VertexOutput {
+ [[builtin(position)]] clip_position: vec4<f32>;
+ [[location(0)]] color: vec4<f32>;
+};
+
+struct FragmentOutput {
+ [[builtin(frag_depth)]] depth: f32;
+ [[location(0)]] color: vec4<f32>;
+};
+
+[[stage(vertex)]]
+fn vertex(vertex: Vertex) -> VertexOutput {
+ var out: VertexOutput;
+ out.clip_position = view.view_proj * vec4<f32>(vertex.pos, 1.0);
+ //out.color = vertex.color;
+ // https://github.com/bevyengine/bevy/blob/328c26d02c50de0bc77f0d24a376f43ba89517b1/examples/2d/mesh2d_manual.rs#L234
+ out.color = vec4<f32>((vec4<u32>(vertex.color) >> vec4<u32>(8u, 8u, 16u, 24u)) & vec4<u32>(255u)) / 255.0;
+
+ return out;
+}
+
+[[stage(fragment)]]
+fn fragment(in: VertexOutput) -> FragmentOutput {
+ var out: FragmentOutput;
+
+// This should be #ifdef DEPTH_TEST_ENABLED && LINES_3D, but the
+// preprocessor doesn't support that yet.
+// Luckily, DEPTH_TEST_ENABLED isn't set in 2d anyway.
+#ifdef DEPTH_TEST_ENABLED
+ out.depth = in.clip_position.z;
+#else
+ out.depth = 1.0;
+#endif
+ out.color = in.color;
+ return out;
+}