Add constant to expose outline pass node name.

This commit is contained in:
Robin KAY 2022-08-10 21:16:26 +01:00
parent a66e7f99d3
commit 1609736ba2
2 changed files with 13 additions and 5 deletions

View File

@ -54,6 +54,12 @@ pub const ATTRIBUTE_OUTLINE_NORMAL: MeshVertexAttribute = MeshVertexAttribute::n
VertexFormat::Float32x3,
);
/// Name of the render graph node which draws the outlines.
///
/// This node runs after the main 3D passes and before the UI pass. The name can be used to
/// add additional constrants on node execution order with respect to other passes.
pub const OUTLINE_PASS_NODE_NAME: &str = "bevy_mod_outline_node";
/// A component for stenciling meshes during outline rendering.
#[derive(Clone, Component, Default)]
pub struct OutlineStencil;
@ -213,12 +219,12 @@ impl Plugin for OutlinePlugin {
let draw_3d_graph = graph
.get_sub_graph_mut(bevy::core_pipeline::core_3d::graph::NAME)
.unwrap();
draw_3d_graph.add_node(OutlineNode::NAME, node);
draw_3d_graph.add_node(OUTLINE_PASS_NODE_NAME, node);
draw_3d_graph
.add_slot_edge(
draw_3d_graph.input_node().unwrap().id,
bevy::core_pipeline::core_3d::graph::input::VIEW_ENTITY,
OutlineNode::NAME,
OUTLINE_PASS_NODE_NAME,
OutlineNode::IN_VIEW,
)
.unwrap();
@ -227,11 +233,14 @@ impl Plugin for OutlinePlugin {
draw_3d_graph
.add_node_edge(
bevy::core_pipeline::core_3d::graph::node::MAIN_PASS,
OutlineNode::NAME,
OUTLINE_PASS_NODE_NAME,
)
.unwrap();
draw_3d_graph
.add_node_edge(OutlineNode::NAME, bevy::ui::draw_ui_graph::node::UI_PASS)
.add_node_edge(
OUTLINE_PASS_NODE_NAME,
bevy::ui::draw_ui_graph::node::UI_PASS,
)
.unwrap();
}
}

View File

@ -135,7 +135,6 @@ pub struct OutlineNode {
}
impl OutlineNode {
pub const NAME: &'static str = "outline_node";
pub const IN_VIEW: &'static str = "view";
pub fn new(world: &mut World) -> Self {