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Add support for vertex colors (bevyengine#4528)
# Objective Add support for vertex colors ## Solution This change is modeled after how vertex tangents are handled, so the shader is conditionally compiled with vertex color support if the mesh has the corresponding attribute set. Vertex colors are multiplied by the base color. I'm not sure if this is the best for all cases, but may be useful for modifying vertex colors without creating a new mesh. I chose `VertexFormat::Float32x4`, but I'd prefer 16-bit floats if/when support is added. ## Changelog ### Added - Vertex colors can be specified using the `Mesh::ATTRIBUTE_COLOR` mesh attribute.
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Original file line number | Diff line number | Diff line change |
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use bevy::{prelude::*, render::mesh::VertexAttributeValues}; | ||
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||
fn main() { | ||
App::new() | ||
.insert_resource(Msaa { samples: 4 }) | ||
.add_plugins(DefaultPlugins) | ||
.add_startup_system(setup) | ||
.run(); | ||
} | ||
|
||
/// set up a simple 3D scene | ||
fn setup( | ||
mut commands: Commands, | ||
mut meshes: ResMut<Assets<Mesh>>, | ||
mut materials: ResMut<Assets<StandardMaterial>>, | ||
) { | ||
// plane | ||
commands.spawn_bundle(PbrBundle { | ||
mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })), | ||
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()), | ||
..default() | ||
}); | ||
// cube | ||
// Assign vertex colors based on vertex positions | ||
let mut colorful_cube = Mesh::from(shape::Cube { size: 1.0 }); | ||
if let Some(VertexAttributeValues::Float32x3(positions)) = | ||
colorful_cube.attribute(Mesh::ATTRIBUTE_POSITION) | ||
{ | ||
let colors: Vec<[f32; 4]> = positions | ||
.iter() | ||
.map(|[r, g, b]| [(1. - *r) / 2., (1. - *g) / 2., (1. - *b) / 2., 1.]) | ||
.collect(); | ||
colorful_cube.insert_attribute(Mesh::ATTRIBUTE_COLOR, colors); | ||
} | ||
commands.spawn_bundle(PbrBundle { | ||
mesh: meshes.add(colorful_cube), | ||
// This is the default color, but note that vertex colors are | ||
// multiplied by the base color, so you'll likely want this to be | ||
// white if using vertex colors. | ||
material: materials.add(Color::rgb(1., 1., 1.).into()), | ||
transform: Transform::from_xyz(0.0, 0.5, 0.0), | ||
..default() | ||
}); | ||
// light | ||
commands.spawn_bundle(PointLightBundle { | ||
point_light: PointLight { | ||
intensity: 1500.0, | ||
shadows_enabled: true, | ||
..default() | ||
}, | ||
transform: Transform::from_xyz(4.0, 8.0, 4.0), | ||
..default() | ||
}); | ||
// camera | ||
commands.spawn_bundle(PerspectiveCameraBundle { | ||
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), | ||
..default() | ||
}); | ||
} |
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