Add visible flag to Outline component.
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3dd9c4c367
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@ -36,6 +36,7 @@ fn setup(
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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..default()
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});
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let mut cube_mesh = Mesh::from(Cube { size: 1.0 });
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cube_mesh.generate_outline_normals().unwrap();
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commands
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@ -46,11 +47,13 @@ fn setup(
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..default()
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})
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.insert(Outline {
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visible: true,
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colour: Color::rgba(0.0, 1.0, 0.0, 1.0),
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width: 25.0,
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})
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.insert(OutlineStencil)
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.insert(Wobbles);
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commands
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.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(Torus {
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@ -65,6 +68,7 @@ fn setup(
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..default()
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})
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.insert(Outline {
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visible: true,
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colour: Color::rgba(1.0, 0.0, 1.0, 0.3),
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width: 15.0,
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})
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10
src/lib.rs
10
src/lib.rs
@ -16,7 +16,10 @@ use crate::node::{OpaqueOutline, OutlineNode, StencilOutline, TransparentOutline
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use crate::pipeline::{
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OutlinePipeline, COMMON_SHADER_HANDLE, OUTLINE_SHADER_HANDLE, STENCIL_SHADER_HANDLE,
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};
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use crate::uniforms::{queue_outline_bind_group, OutlineFragmentUniform, OutlineVertexUniform};
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use crate::uniforms::{
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extract_outline_uniforms, queue_outline_bind_group, OutlineFragmentUniform,
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OutlineVertexUniform,
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};
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use crate::view_uniforms::{
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extract_outline_view_uniforms, queue_outline_view_bind_group, OutlineViewUniform,
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};
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@ -52,6 +55,8 @@ impl ExtractComponent for OutlineStencil {
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/// A component for rendering outlines around meshes.
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#[derive(Clone, Component)]
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pub struct Outline {
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/// Enable rendering of the outline
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pub visible: bool,
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/// Width of the outline in logical pixels
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pub width: f32,
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/// Colour of the outline
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@ -145,8 +150,6 @@ impl Plugin for OutlinePlugin {
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);
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app.add_plugin(ExtractComponentPlugin::<OutlineStencil>::extract_visible())
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.add_plugin(ExtractComponentPlugin::<OutlineVertexUniform>::default())
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.add_plugin(ExtractComponentPlugin::<OutlineFragmentUniform>::default())
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.add_plugin(UniformComponentPlugin::<OutlineVertexUniform>::default())
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.add_plugin(UniformComponentPlugin::<OutlineFragmentUniform>::default())
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.add_plugin(UniformComponentPlugin::<OutlineViewUniform>::default())
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@ -160,6 +163,7 @@ impl Plugin for OutlinePlugin {
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.add_render_command::<OpaqueOutline, DrawOutline>()
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.add_render_command::<TransparentOutline, DrawOutline>()
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.add_system_to_stage(RenderStage::Extract, extract_outline_view_uniforms)
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.add_system_to_stage(RenderStage::Extract, extract_outline_uniforms)
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.add_system_to_stage(RenderStage::PhaseSort, sort_phase_system::<StencilOutline>)
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.add_system_to_stage(RenderStage::PhaseSort, sort_phase_system::<OpaqueOutline>)
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.add_system_to_stage(
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@ -1,17 +1,15 @@
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use bevy::{
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ecs::{
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query::QueryItem,
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system::{
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lifetimeless::{Read, SQuery, SRes},
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SystemParamItem,
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},
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ecs::system::{
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lifetimeless::{Read, SQuery, SRes},
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SystemParamItem,
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},
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prelude::*,
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render::{
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extract_component::{ComponentUniforms, DynamicUniformIndex, ExtractComponent},
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extract_component::{ComponentUniforms, DynamicUniformIndex},
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render_phase::{EntityRenderCommand, RenderCommandResult, TrackedRenderPass},
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render_resource::{BindGroup, BindGroupDescriptor, BindGroupEntry, ShaderType},
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renderer::RenderDevice,
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Extract,
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},
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};
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@ -22,35 +20,31 @@ pub struct OutlineVertexUniform {
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pub width: f32,
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}
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impl ExtractComponent for OutlineVertexUniform {
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type Query = Read<Outline>;
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type Filter = ();
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fn extract_component(item: QueryItem<Self::Query>) -> Self {
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OutlineVertexUniform { width: item.width }
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}
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}
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#[derive(Clone, Component, ShaderType)]
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pub struct OutlineFragmentUniform {
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pub colour: Vec4,
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}
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impl ExtractComponent for OutlineFragmentUniform {
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type Query = Read<Outline>;
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type Filter = ();
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fn extract_component(item: QueryItem<Self::Query>) -> Self {
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OutlineFragmentUniform {
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colour: item.colour.as_linear_rgba_f32().into(),
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}
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}
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}
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pub struct OutlineBindGroup {
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pub bind_group: BindGroup,
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}
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pub fn extract_outline_uniforms(mut commands: Commands, query: Extract<Query<(Entity, &Outline)>>) {
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for (entity, outline) in query.iter() {
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if !outline.visible || outline.colour.a() == 0.0 {
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continue;
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}
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commands
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.get_or_spawn(entity)
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.insert(OutlineVertexUniform {
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width: outline.width,
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})
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.insert(OutlineFragmentUniform {
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colour: outline.colour.as_linear_rgba_f32().into(),
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});
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}
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}
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pub fn queue_outline_bind_group(
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mut commands: Commands,
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render_device: Res<RenderDevice>,
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