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remove mandatory mesh attributes (bevyengine#6127)
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# Objective

- It's possible to create a mesh without positions or normals, but currently bevy forces these attributes to be present on any mesh.

## Solution

- Don't assume these attributes are present and add a shader defs for each attributes
- I updated 2d and 3d meshes to use the same logic.

---

## Changelog

- Meshes don't require any attributes

# Notes
I didn't update the pbr.wgsl shader because I'm not sure how to handle it. It doesn't really make sense to use it without positions or normals.
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IceSentry authored and ItsDoot committed Feb 1, 2023
1 parent 28f6a3f commit 96c1bd1
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Showing 4 changed files with 64 additions and 12 deletions.
17 changes: 12 additions & 5 deletions crates/bevy_pbr/src/render/mesh.rs
Original file line number Diff line number Diff line change
Expand Up @@ -566,12 +566,19 @@ impl SpecializedMeshPipeline for MeshPipeline {
key: Self::Key,
layout: &MeshVertexBufferLayout,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
let mut vertex_attributes = vec![
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
Mesh::ATTRIBUTE_NORMAL.at_shader_location(1),
];

let mut shader_defs = Vec::new();
let mut vertex_attributes = Vec::new();

if layout.contains(Mesh::ATTRIBUTE_POSITION) {
shader_defs.push(String::from("VERTEX_POSITIONS"));
vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
}

if layout.contains(Mesh::ATTRIBUTE_NORMAL) {
shader_defs.push(String::from("VERTEX_NORMALS"));
vertex_attributes.push(Mesh::ATTRIBUTE_NORMAL.at_shader_location(1));
}

if layout.contains(Mesh::ATTRIBUTE_UV_0) {
shader_defs.push(String::from("VERTEX_UVS"));
vertex_attributes.push(Mesh::ATTRIBUTE_UV_0.at_shader_location(2));
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15 changes: 14 additions & 1 deletion crates/bevy_pbr/src/render/mesh.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -5,8 +5,12 @@
#import bevy_pbr::mesh_functions

struct Vertex {
#ifdef VERTEX_POSITIONS
@location(0) position: vec3<f32>,
#endif
#ifdef VERTEX_NORMALS
@location(1) normal: vec3<f32>,
#endif
#ifdef VERTEX_UVS
@location(2) uv: vec2<f32>,
#endif
Expand All @@ -30,25 +34,34 @@ struct VertexOutput {
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
var out: VertexOutput;

#ifdef VERTEX_NORMALS
#ifdef SKINNED
var model = skin_model(vertex.joint_indices, vertex.joint_weights);
out.world_normal = skin_normals(model, vertex.normal);
#else
var model = mesh.model;
out.world_normal = mesh_normal_local_to_world(vertex.normal);
#endif
#endif

#ifdef VERTEX_POSITIONS
out.world_position = mesh_position_local_to_world(model, vec4<f32>(vertex.position, 1.0));
out.clip_position = mesh_position_world_to_clip(out.world_position);
#endif

#ifdef VERTEX_UVS
out.uv = vertex.uv;
#endif

#ifdef VERTEX_TANGENTS
out.world_tangent = mesh_tangent_local_to_world(model, vertex.tangent);
#endif

#ifdef VERTEX_COLORS
out.color = vertex.color;
#endif

out.clip_position = mesh_position_world_to_clip(out.world_position);
return out;
}

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23 changes: 17 additions & 6 deletions crates/bevy_sprite/src/mesh2d/mesh.rs
Original file line number Diff line number Diff line change
Expand Up @@ -325,13 +325,24 @@ impl SpecializedMeshPipeline for Mesh2dPipeline {
key: Self::Key,
layout: &MeshVertexBufferLayout,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
let mut vertex_attributes = vec![
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
Mesh::ATTRIBUTE_NORMAL.at_shader_location(1),
Mesh::ATTRIBUTE_UV_0.at_shader_location(2),
];

let mut shader_defs = Vec::new();
let mut vertex_attributes = Vec::new();

if layout.contains(Mesh::ATTRIBUTE_POSITION) {
shader_defs.push(String::from("VERTEX_POSITIONS"));
vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
}

if layout.contains(Mesh::ATTRIBUTE_NORMAL) {
shader_defs.push(String::from("VERTEX_NORMALS"));
vertex_attributes.push(Mesh::ATTRIBUTE_NORMAL.at_shader_location(1));
}

if layout.contains(Mesh::ATTRIBUTE_UV_0) {
shader_defs.push(String::from("VERTEX_UVS"));
vertex_attributes.push(Mesh::ATTRIBUTE_UV_0.at_shader_location(2));
}

if layout.contains(Mesh::ATTRIBUTE_TANGENT) {
shader_defs.push(String::from("VERTEX_TANGENTS"));
vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3));
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21 changes: 21 additions & 0 deletions crates/bevy_sprite/src/mesh2d/mesh2d.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -5,9 +5,15 @@
#import bevy_sprite::mesh2d_functions

struct Vertex {
#ifdef VERTEX_POSITIONS
@location(0) position: vec3<f32>,
#endif
#ifdef VERTEX_NORMALS
@location(1) normal: vec3<f32>,
#endif
#ifdef VERTEX_UVS
@location(2) uv: vec2<f32>,
#endif
#ifdef VERTEX_TANGENTS
@location(3) tangent: vec4<f32>,
#endif
Expand All @@ -24,13 +30,24 @@ struct VertexOutput {
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
var out: VertexOutput;

#ifdef VERTEX_UVS
out.uv = vertex.uv;
#endif

#ifdef VERTEX_POSITIONS
out.world_position = mesh2d_position_local_to_world(mesh.model, vec4<f32>(vertex.position, 1.0));
out.clip_position = mesh2d_position_world_to_clip(out.world_position);
#endif

#ifdef VERTEX_NORMALS
out.world_normal = mesh2d_normal_local_to_world(vertex.normal);
#endif

#ifdef VERTEX_TANGENTS
out.world_tangent = mesh2d_tangent_local_to_world(mesh.model, vertex.tangent);
#endif

#ifdef VERTEX_COLORS
out.color = vertex.color;
#endif
Expand All @@ -44,5 +61,9 @@ struct FragmentInput {

@fragment
fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
#ifdef VERTEX_COLORS
return in.color;
#else
return vec4<f32>(1.0, 0.0, 1.0, 1.0);
#endif
}

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