Unify stencil and volume shaders.
This commit is contained in:
parent
95b3a5b298
commit
e86c6d6c60
@ -1,14 +0,0 @@
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#define_import_path bevy_mod_outline::common
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#import bevy_pbr::mesh_view_bindings
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#import bevy_pbr::mesh_types
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@group(1) @binding(0)
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var<uniform> mesh: Mesh;
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fn model_origin_z(plane: vec3<f32>, view_proj: mat4x4<f32>) -> f32 {
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var proj_zw = mat4x2<f32>(
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view_proj[0].zw, view_proj[1].zw,
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view_proj[2].zw, view_proj[3].zw);
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var zw = proj_zw * vec4<f32>(plane, 1.0);
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return zw.x / zw.y;
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}
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@ -3,7 +3,7 @@ use bevy::prelude::*;
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/// A component for storing the computed depth at which the outline lies.
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#[derive(Clone, Component, Default)]
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pub struct ComputedOutlineDepth {
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pub(crate) plane: Vec3,
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pub(crate) origin: Vec3,
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}
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/// A component which specifies that this entity lies at the same depth as its parent.
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@ -27,7 +27,7 @@ pub(crate) fn compute_outline_depth(
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for (mut computed, transform, changed_transform, children) in root_query.iter_mut() {
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if changed_transform {
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let matrix = transform.compute_matrix();
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computed.plane = matrix.project_point3(Vec3::ZERO);
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computed.origin = matrix.project_point3(Vec3::ZERO);
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}
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if let Some((cs, changed_children)) = children {
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let changed2 = changed_children || changed_transform;
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11
src/draw.rs
11
src/draw.rs
@ -7,7 +7,9 @@ use bevy::render::view::ExtractedView;
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use crate::node::{OpaqueOutline, StencilOutline, TransparentOutline};
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use crate::pipeline::{OutlinePipeline, PassType};
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use crate::uniforms::{OutlineFragmentUniform, SetOutlineBindGroup, SetOutlineStencilBindGroup};
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use crate::uniforms::{
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OutlineFragmentUniform, SetOutlineStencilBindGroup, SetOutlineVolumeBindGroup,
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};
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use crate::view_uniforms::SetOutlineViewBindGroup;
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use crate::OutlineStencil;
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@ -15,7 +17,8 @@ pub type DrawStencil = (
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SetItemPipeline,
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SetMeshViewBindGroup<0>,
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SetMeshBindGroup<1>,
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SetOutlineStencilBindGroup<2>,
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SetOutlineViewBindGroup<2>,
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SetOutlineStencilBindGroup<3>,
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DrawMesh,
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);
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@ -68,12 +71,12 @@ pub type DrawOutline = (
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SetMeshViewBindGroup<0>,
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SetMeshBindGroup<1>,
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SetOutlineViewBindGroup<2>,
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SetOutlineBindGroup<3>,
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SetOutlineVolumeBindGroup<3>,
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DrawMesh,
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);
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#[allow(clippy::too_many_arguments)]
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pub fn queue_outline_mesh(
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pub fn queue_outline_volume_mesh(
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opaque_draw_functions: Res<DrawFunctions<OpaqueOutline>>,
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transparent_draw_functions: Res<DrawFunctions<TransparentOutline>>,
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outline_pipeline: Res<OutlinePipeline>,
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24
src/fragment.wgsl
Normal file
24
src/fragment.wgsl
Normal file
@ -0,0 +1,24 @@
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#ifdef VOLUME
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struct OutlineFragmentUniform {
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@align(16)
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colour: vec4<f32>,
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};
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@group(3) @binding(1)
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var<uniform> fstage: OutlineFragmentUniform;
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@fragment
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fn fragment() -> @location(0) vec4<f32> {
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return fstage.colour;
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}
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#else
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// Stencil
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@fragment
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fn fragment() {
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return;
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}
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#endif
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35
src/lib.rs
35
src/lib.rs
@ -28,15 +28,15 @@ use bevy::render::render_resource::{SpecializedMeshPipelines, VertexFormat};
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use bevy::render::{RenderApp, RenderStage};
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use bevy::transform::TransformSystem;
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use crate::draw::{queue_outline_mesh, queue_outline_stencil_mesh, DrawOutline, DrawStencil};
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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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use crate::draw::{
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queue_outline_stencil_mesh, queue_outline_volume_mesh, DrawOutline, DrawStencil,
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};
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use crate::node::{OpaqueOutline, OutlineNode, StencilOutline, TransparentOutline};
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use crate::pipeline::{OutlinePipeline, FRAGMENT_SHADER_HANDLE, OUTLINE_SHADER_HANDLE};
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use crate::uniforms::{
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extract_outline_stencil_uniforms, extract_outline_uniforms, queue_outline_bind_group,
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queue_outline_stencil_bind_group, OutlineFragmentUniform, OutlineStencilUniform,
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OutlineVertexUniform,
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extract_outline_stencil_uniforms, extract_outline_volume_uniforms,
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queue_outline_stencil_bind_group, queue_outline_volume_bind_group, OutlineFragmentUniform,
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OutlineStencilUniform, OutlineVolumeUniform,
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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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@ -109,23 +109,22 @@ pub struct OutlinePlugin;
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impl Plugin for OutlinePlugin {
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fn build(&self, app: &mut App) {
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load_internal_asset!(app, COMMON_SHADER_HANDLE, "common.wgsl", Shader::from_wgsl);
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load_internal_asset!(
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app,
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STENCIL_SHADER_HANDLE,
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"stencil.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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OUTLINE_SHADER_HANDLE,
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"outline.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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FRAGMENT_SHADER_HANDLE,
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"fragment.wgsl",
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Shader::from_wgsl
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);
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app.add_plugin(ExtractComponentPlugin::<OutlineStencil>::extract_visible())
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.add_plugin(UniformComponentPlugin::<OutlineStencilUniform>::default())
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.add_plugin(UniformComponentPlugin::<OutlineVertexUniform>::default())
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.add_plugin(UniformComponentPlugin::<OutlineVolumeUniform>::default())
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.add_plugin(UniformComponentPlugin::<OutlineFragmentUniform>::default())
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.add_plugin(UniformComponentPlugin::<OutlineViewUniform>::default())
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.add_system_to_stage(
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@ -143,7 +142,7 @@ impl Plugin for OutlinePlugin {
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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_stencil_uniforms)
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.add_system_to_stage(RenderStage::Extract, extract_outline_uniforms)
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.add_system_to_stage(RenderStage::Extract, extract_outline_volume_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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@ -152,9 +151,9 @@ impl Plugin for OutlinePlugin {
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)
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.add_system_to_stage(RenderStage::Queue, queue_outline_view_bind_group)
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.add_system_to_stage(RenderStage::Queue, queue_outline_stencil_bind_group)
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.add_system_to_stage(RenderStage::Queue, queue_outline_bind_group)
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.add_system_to_stage(RenderStage::Queue, queue_outline_volume_bind_group)
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.add_system_to_stage(RenderStage::Queue, queue_outline_stencil_mesh)
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.add_system_to_stage(RenderStage::Queue, queue_outline_mesh);
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.add_system_to_stage(RenderStage::Queue, queue_outline_volume_mesh);
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let world = &mut app.sub_app_mut(RenderApp).world;
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let node = OutlineNode::new(world);
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@ -1,8 +1,11 @@
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#import bevy_mod_outline::common
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#import bevy_pbr::mesh_view_bindings
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#import bevy_pbr::mesh_types
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struct VertexInput {
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@location(0) position: vec3<f32>,
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#ifndef OFFSET_ZERO
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@location(1) normal: vec3<f32>,
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#endif
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#ifdef SKINNED
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@location(2) joint_indexes: vec4<u32>,
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@location(3) joint_weights: vec4<f32>,
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@ -10,22 +13,18 @@ struct VertexInput {
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};
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struct OutlineViewUniform {
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#ifdef ALIGN_16
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@align(16)
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#endif
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scale: vec2<f32>,
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};
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struct OutlineVertexUniform {
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@align(16)
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plane: vec3<f32>,
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width: f32,
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origin: vec3<f32>,
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offset: f32,
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};
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struct OutlineFragmentUniform {
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@align(16)
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colour: vec4<f32>,
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};
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@group(1) @binding(0)
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var<uniform> mesh: Mesh;
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@group(2) @binding(0)
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var<uniform> view_uniform: OutlineViewUniform;
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@ -33,15 +32,20 @@ var<uniform> view_uniform: OutlineViewUniform;
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@group(3) @binding(0)
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var<uniform> vstage: OutlineVertexUniform;
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@group(3) @binding(1)
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var<uniform> fstage: OutlineFragmentUniform;
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fn mat4to3(m: mat4x4<f32>) -> mat3x3<f32> {
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return mat3x3<f32>(
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m[0].xyz, m[1].xyz, m[2].xyz
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);
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}
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fn model_origin_z(plane: vec3<f32>, view_proj: mat4x4<f32>) -> f32 {
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var proj_zw = mat4x2<f32>(
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view_proj[0].zw, view_proj[1].zw,
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view_proj[2].zw, view_proj[3].zw);
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var zw = proj_zw * vec4<f32>(plane, 1.0);
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return zw.x / zw.y;
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}
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@vertex
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fn vertex(vertex: VertexInput) -> @builtin(position) vec4<f32> {
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#ifdef SKINNED
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@ -49,14 +53,13 @@ fn vertex(vertex: VertexInput) -> @builtin(position) vec4<f32> {
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#else
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let model = mesh.model;
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#endif
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var clip_pos = view.view_proj * (model * vec4<f32>(vertex.position, 1.0));
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var clip_norm = mat4to3(view.view_proj) * (mat4to3(model) * vertex.normal);
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var ndc_pos = clip_pos.xy / clip_pos.w;
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var ndc_delta = vstage.width * normalize(clip_norm.xy) * view_uniform.scale;
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return vec4<f32>(ndc_pos + ndc_delta, model_origin_z(vstage.plane, view.view_proj), 1.0);
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}
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@fragment
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fn fragment() -> @location(0) vec4<f32> {
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return fstage.colour;
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let clip_pos = view.view_proj * (model * vec4<f32>(vertex.position, 1.0));
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let ndc_pos = clip_pos.xy / clip_pos.w;
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#ifdef OFFSET_ZERO
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let ndc_delta = vec2<f32>(0.0, 0.0);
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#else
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let clip_norm = mat4to3(view.view_proj) * (mat4to3(model) * vertex.normal);
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let ndc_delta = vstage.offset * normalize(clip_norm.xy) * view_uniform.scale;
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#endif
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return vec4<f32>(ndc_pos + ndc_delta, model_origin_z(vstage.origin, view.view_proj), 1.0);
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}
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@ -20,19 +20,16 @@ use bevy::{
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},
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};
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use crate::uniforms::{OutlineFragmentUniform, OutlineStencilUniform, OutlineVertexUniform};
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use crate::uniforms::{OutlineFragmentUniform, OutlineStencilUniform, OutlineVolumeUniform};
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use crate::view_uniforms::OutlineViewUniform;
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use crate::ATTRIBUTE_OUTLINE_NORMAL;
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pub const COMMON_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 9448276477068917228);
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pub const STENCIL_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 12033806834125368121);
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pub const OUTLINE_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2101625026478770097);
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pub const FRAGMENT_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 12033806834125368121);
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#[derive(Clone, Copy, PartialEq, Eq, Hash)]
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pub enum PassType {
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Stencil,
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@ -44,7 +41,7 @@ pub struct OutlinePipeline {
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mesh_pipeline: MeshPipeline,
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pub outline_view_bind_group_layout: BindGroupLayout,
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pub outline_stencil_bind_group_layout: BindGroupLayout,
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pub outline_bind_group_layout: BindGroupLayout,
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pub outline_volume_bind_group_layout: BindGroupLayout,
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}
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impl FromWorld for OutlinePipeline {
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@ -66,9 +63,9 @@ impl FromWorld for OutlinePipeline {
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count: None,
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}],
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});
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let outline_bind_group_layout =
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let outline_volume_bind_group_layout =
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render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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label: Some("outline_bind_group_layout"),
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label: Some("outline_volume_bind_group_layout"),
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entries: &[
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BindGroupLayoutEntry {
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binding: 0,
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@ -77,7 +74,7 @@ impl FromWorld for OutlinePipeline {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: true,
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min_binding_size: BufferSize::new(
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OutlineVertexUniform::SHADER_SIZE.get(),
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OutlineVolumeUniform::SHADER_SIZE.get(),
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),
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},
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count: None,
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@ -114,7 +111,7 @@ impl FromWorld for OutlinePipeline {
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mesh_pipeline,
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outline_view_bind_group_layout,
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outline_stencil_bind_group_layout,
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outline_bind_group_layout,
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outline_volume_bind_group_layout,
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}
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}
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}
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@ -130,12 +127,13 @@ impl SpecializedMeshPipeline for OutlinePipeline {
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let mut targets = vec![];
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let mut bind_layouts = vec![self.mesh_pipeline.view_layout.clone()];
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let mut buffer_attrs = vec![Mesh::ATTRIBUTE_POSITION.at_shader_location(0)];
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let mut shader_defs = vec![];
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let mut vertex_defs = vec![];
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let mut fragment_defs = vec![];
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bind_layouts.push(
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if mesh_layout.contains(Mesh::ATTRIBUTE_JOINT_INDEX)
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&& mesh_layout.contains(Mesh::ATTRIBUTE_JOINT_WEIGHT)
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{
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shader_defs.push("SKINNED".to_string());
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vertex_defs.push("SKINNED".to_string());
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buffer_attrs.push(Mesh::ATTRIBUTE_JOINT_INDEX.at_shader_location(2));
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buffer_attrs.push(Mesh::ATTRIBUTE_JOINT_WEIGHT.at_shader_location(3));
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self.mesh_pipeline.skinned_mesh_layout.clone()
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@ -143,14 +141,14 @@ impl SpecializedMeshPipeline for OutlinePipeline {
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self.mesh_pipeline.mesh_layout.clone()
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},
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);
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let shader;
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bind_layouts.push(self.outline_view_bind_group_layout.clone());
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match pass_type {
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PassType::Stencil => {
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shader = STENCIL_SHADER_HANDLE;
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vertex_defs.push("OFFSET_ZERO".to_string());
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bind_layouts.push(self.outline_stencil_bind_group_layout.clone());
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}
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PassType::Opaque | PassType::Transparent => {
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shader = OUTLINE_SHADER_HANDLE;
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fragment_defs.push("VOLUME".to_string());
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targets.push(Some(ColorTargetState {
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format: TextureFormat::bevy_default(),
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blend: Some(if pass_type == PassType::Transparent {
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@ -161,8 +159,7 @@ impl SpecializedMeshPipeline for OutlinePipeline {
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write_mask: ColorWrites::ALL,
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}));
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bind_layouts.push(self.outline_view_bind_group_layout.clone());
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bind_layouts.push(self.outline_bind_group_layout.clone());
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bind_layouts.push(self.outline_volume_bind_group_layout.clone());
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buffer_attrs.push(
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if mesh_layout.contains(ATTRIBUTE_OUTLINE_NORMAL) {
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ATTRIBUTE_OUTLINE_NORMAL
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@ -176,14 +173,14 @@ impl SpecializedMeshPipeline for OutlinePipeline {
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let buffers = vec![mesh_layout.get_layout(&buffer_attrs)?];
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Ok(RenderPipelineDescriptor {
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vertex: VertexState {
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shader: shader.clone().typed::<Shader>(),
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shader: OUTLINE_SHADER_HANDLE.typed::<Shader>(),
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entry_point: "vertex".into(),
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shader_defs: shader_defs.clone(),
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shader_defs: vertex_defs,
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buffers,
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},
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fragment: Some(FragmentState {
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shader: shader.typed::<Shader>(),
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shader_defs,
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shader: FRAGMENT_SHADER_HANDLE.typed::<Shader>(),
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shader_defs: fragment_defs,
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entry_point: "fragment".into(),
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targets,
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}),
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@ -1,34 +0,0 @@
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#import bevy_mod_outline::common
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struct VertexInput {
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@location(0) position: vec3<f32>,
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#ifdef SKINNED
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@location(2) joint_indexes: vec4<u32>,
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@location(3) joint_weights: vec4<f32>,
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#endif
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};
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struct OutlineStencilUniform {
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@align(16)
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plane: vec3<f32>,
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};
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@group(2) @binding(0)
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var<uniform> vstage: OutlineStencilUniform;
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@vertex
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fn vertex(vertex: VertexInput) -> @builtin(position) vec4<f32> {
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#ifdef SKINNED
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let model = skin_model(vertex.joint_indexes, vertex.joint_weights);
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#else
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let model = mesh.model;
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#endif
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var clip_pos = view.view_proj * (model * vec4<f32>(vertex.position, 1.0));
|
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var ndc_pos = clip_pos.xy / clip_pos.w;
|
||||
return vec4<f32>(ndc_pos, model_origin_z(vstage.plane, view.view_proj), 1.0);
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fragment() {
|
||||
return;
|
||||
}
|
@ -15,18 +15,19 @@ use bevy::{
|
||||
|
||||
use crate::{pipeline::OutlinePipeline, ComputedOutlineDepth, Outline, OutlineStencil};
|
||||
|
||||
macro_rules! outline_vertex_uniform {
|
||||
($x:ident) => {
|
||||
#[derive(Clone, Component, ShaderType)]
|
||||
pub struct OutlineStencilUniform {
|
||||
pub struct $x {
|
||||
#[align(16)]
|
||||
pub plane: Vec3,
|
||||
pub origin: Vec3,
|
||||
pub offset: f32,
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
#[derive(Clone, Component, ShaderType)]
|
||||
pub struct OutlineVertexUniform {
|
||||
#[align(16)]
|
||||
pub plane: Vec3,
|
||||
pub width: f32,
|
||||
}
|
||||
outline_vertex_uniform!(OutlineStencilUniform);
|
||||
outline_vertex_uniform!(OutlineVolumeUniform);
|
||||
|
||||
#[derive(Clone, Component, ShaderType)]
|
||||
pub struct OutlineFragmentUniform {
|
||||
@ -38,7 +39,7 @@ pub struct OutlineStencilBindGroup {
|
||||
pub bind_group: BindGroup,
|
||||
}
|
||||
|
||||
pub struct OutlineBindGroup {
|
||||
pub struct OutlineVolumeBindGroup {
|
||||
pub bind_group: BindGroup,
|
||||
}
|
||||
|
||||
@ -48,12 +49,13 @@ pub fn extract_outline_stencil_uniforms(
|
||||
) {
|
||||
for (entity, computed) in query.iter() {
|
||||
commands.get_or_spawn(entity).insert(OutlineStencilUniform {
|
||||
plane: computed.plane,
|
||||
origin: computed.origin,
|
||||
offset: 0.0,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
pub fn extract_outline_uniforms(
|
||||
pub fn extract_outline_volume_uniforms(
|
||||
mut commands: Commands,
|
||||
query: Extract<Query<(Entity, &Outline, &ComputedOutlineDepth)>>,
|
||||
) {
|
||||
@ -63,9 +65,9 @@ pub fn extract_outline_uniforms(
|
||||
}
|
||||
commands
|
||||
.get_or_spawn(entity)
|
||||
.insert(OutlineVertexUniform {
|
||||
width: outline.width,
|
||||
plane: computed.plane,
|
||||
.insert(OutlineVolumeUniform {
|
||||
origin: computed.origin,
|
||||
offset: outline.width,
|
||||
})
|
||||
.insert(OutlineFragmentUniform {
|
||||
colour: outline.colour.as_linear_rgba_f32().into(),
|
||||
@ -92,11 +94,11 @@ pub fn queue_outline_stencil_bind_group(
|
||||
}
|
||||
}
|
||||
|
||||
pub fn queue_outline_bind_group(
|
||||
pub fn queue_outline_volume_bind_group(
|
||||
mut commands: Commands,
|
||||
render_device: Res<RenderDevice>,
|
||||
outline_pipeline: Res<OutlinePipeline>,
|
||||
vertex: Res<ComponentUniforms<OutlineVertexUniform>>,
|
||||
vertex: Res<ComponentUniforms<OutlineVolumeUniform>>,
|
||||
fragment: Res<ComponentUniforms<OutlineFragmentUniform>>,
|
||||
) {
|
||||
if let (Some(vertex_binding), Some(fragment_binding)) = (vertex.binding(), fragment.binding()) {
|
||||
@ -111,10 +113,10 @@ pub fn queue_outline_bind_group(
|
||||
resource: fragment_binding.clone(),
|
||||
},
|
||||
],
|
||||
label: Some("outline_bind_group"),
|
||||
layout: &outline_pipeline.outline_bind_group_layout,
|
||||
label: Some("outline_volume_bind_group"),
|
||||
layout: &outline_pipeline.outline_volume_bind_group_layout,
|
||||
});
|
||||
commands.insert_resource(OutlineBindGroup { bind_group });
|
||||
commands.insert_resource(OutlineVolumeBindGroup { bind_group });
|
||||
}
|
||||
}
|
||||
|
||||
@ -137,13 +139,13 @@ impl<const I: usize> EntityRenderCommand for SetOutlineStencilBindGroup<I> {
|
||||
}
|
||||
}
|
||||
|
||||
pub struct SetOutlineBindGroup<const I: usize>();
|
||||
pub struct SetOutlineVolumeBindGroup<const I: usize>();
|
||||
|
||||
impl<const I: usize> EntityRenderCommand for SetOutlineBindGroup<I> {
|
||||
impl<const I: usize> EntityRenderCommand for SetOutlineVolumeBindGroup<I> {
|
||||
type Param = (
|
||||
SRes<OutlineBindGroup>,
|
||||
SRes<OutlineVolumeBindGroup>,
|
||||
SQuery<(
|
||||
Read<DynamicUniformIndex<OutlineVertexUniform>>,
|
||||
Read<DynamicUniformIndex<OutlineVolumeUniform>>,
|
||||
Read<DynamicUniformIndex<OutlineFragmentUniform>>,
|
||||
)>,
|
||||
);
|
||||
|
Loading…
Reference in New Issue
Block a user