Add constant to expose outline pass node name.
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a66e7f99d3
commit
1609736ba2
17
src/lib.rs
17
src/lib.rs
@ -54,6 +54,12 @@ pub const ATTRIBUTE_OUTLINE_NORMAL: MeshVertexAttribute = MeshVertexAttribute::n
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VertexFormat::Float32x3,
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);
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/// Name of the render graph node which draws the outlines.
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///
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/// This node runs after the main 3D passes and before the UI pass. The name can be used to
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/// add additional constrants on node execution order with respect to other passes.
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pub const OUTLINE_PASS_NODE_NAME: &str = "bevy_mod_outline_node";
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/// A component for stenciling meshes during outline rendering.
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#[derive(Clone, Component, Default)]
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pub struct OutlineStencil;
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@ -213,12 +219,12 @@ impl Plugin for OutlinePlugin {
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let draw_3d_graph = graph
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.get_sub_graph_mut(bevy::core_pipeline::core_3d::graph::NAME)
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.unwrap();
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draw_3d_graph.add_node(OutlineNode::NAME, node);
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draw_3d_graph.add_node(OUTLINE_PASS_NODE_NAME, node);
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draw_3d_graph
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.add_slot_edge(
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draw_3d_graph.input_node().unwrap().id,
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bevy::core_pipeline::core_3d::graph::input::VIEW_ENTITY,
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OutlineNode::NAME,
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OUTLINE_PASS_NODE_NAME,
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OutlineNode::IN_VIEW,
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)
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.unwrap();
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@ -227,11 +233,14 @@ impl Plugin for OutlinePlugin {
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draw_3d_graph
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.add_node_edge(
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bevy::core_pipeline::core_3d::graph::node::MAIN_PASS,
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OutlineNode::NAME,
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OUTLINE_PASS_NODE_NAME,
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)
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.unwrap();
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draw_3d_graph
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.add_node_edge(OutlineNode::NAME, bevy::ui::draw_ui_graph::node::UI_PASS)
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.add_node_edge(
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OUTLINE_PASS_NODE_NAME,
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bevy::ui::draw_ui_graph::node::UI_PASS,
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)
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.unwrap();
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}
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}
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@ -135,7 +135,6 @@ pub struct OutlineNode {
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}
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impl OutlineNode {
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pub const NAME: &'static str = "outline_node";
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pub const IN_VIEW: &'static str = "view";
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pub fn new(world: &mut World) -> Self {
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