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https://github.com/bevyengine/bevy
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Rename box shadow rendering variable names (#16393)
# Objective It looks like this file was created based on the `ui_texture_slice` rendering code and some variable names weren't updated. ## Solution Rename "texture slice" variable names to "box shadow".
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1 changed files with 12 additions and 10 deletions
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@ -1,3 +1,5 @@
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//! Box shadows rendering
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use core::{hash::Hash, ops::Range};
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use core::{hash::Hash, ops::Range};
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use crate::{
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use crate::{
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@ -133,14 +135,14 @@ impl FromWorld for BoxShadowPipeline {
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}
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}
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#[derive(Clone, Copy, Hash, PartialEq, Eq)]
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#[derive(Clone, Copy, Hash, PartialEq, Eq)]
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pub struct UiTextureSlicePipelineKey {
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pub struct BoxShadowPipelineKey {
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pub hdr: bool,
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pub hdr: bool,
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/// Number of samples, a higher value results in better quality shadows.
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/// Number of samples, a higher value results in better quality shadows.
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pub samples: u32,
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pub samples: u32,
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}
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}
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impl SpecializedRenderPipeline for BoxShadowPipeline {
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impl SpecializedRenderPipeline for BoxShadowPipeline {
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type Key = UiTextureSlicePipelineKey;
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type Key = BoxShadowPipelineKey;
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fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
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fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
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let vertex_layout = VertexBufferLayout::from_vertex_formats(
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let vertex_layout = VertexBufferLayout::from_vertex_formats(
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@ -333,8 +335,8 @@ pub fn extract_shadows(
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}
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}
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pub fn queue_shadows(
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pub fn queue_shadows(
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extracted_ui_slicers: ResMut<ExtractedBoxShadows>,
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extracted_box_shadows: ResMut<ExtractedBoxShadows>,
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ui_slicer_pipeline: Res<BoxShadowPipeline>,
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box_shadow_pipeline: Res<BoxShadowPipeline>,
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mut pipelines: ResMut<SpecializedRenderPipelines<BoxShadowPipeline>>,
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mut pipelines: ResMut<SpecializedRenderPipelines<BoxShadowPipeline>>,
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mut transparent_render_phases: ResMut<ViewSortedRenderPhases<TransparentUi>>,
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mut transparent_render_phases: ResMut<ViewSortedRenderPhases<TransparentUi>>,
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mut views: Query<(Entity, &ExtractedView, Option<&UiBoxShadowSamples>)>,
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mut views: Query<(Entity, &ExtractedView, Option<&UiBoxShadowSamples>)>,
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@ -342,7 +344,7 @@ pub fn queue_shadows(
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draw_functions: Res<DrawFunctions<TransparentUi>>,
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draw_functions: Res<DrawFunctions<TransparentUi>>,
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) {
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) {
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let draw_function = draw_functions.read().id::<DrawBoxShadows>();
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let draw_function = draw_functions.read().id::<DrawBoxShadows>();
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for (entity, extracted_shadow) in extracted_ui_slicers.box_shadows.iter() {
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for (entity, extracted_shadow) in extracted_box_shadows.box_shadows.iter() {
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let Ok((view_entity, view, shadow_samples)) = views.get_mut(extracted_shadow.camera_entity)
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let Ok((view_entity, view, shadow_samples)) = views.get_mut(extracted_shadow.camera_entity)
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else {
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else {
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continue;
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continue;
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@ -354,8 +356,8 @@ pub fn queue_shadows(
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let pipeline = pipelines.specialize(
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let pipeline = pipelines.specialize(
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&pipeline_cache,
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&pipeline_cache,
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&ui_slicer_pipeline,
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&box_shadow_pipeline,
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UiTextureSlicePipelineKey {
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BoxShadowPipelineKey {
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hdr: view.hdr,
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hdr: view.hdr,
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samples: shadow_samples.copied().unwrap_or_default().0,
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samples: shadow_samples.copied().unwrap_or_default().0,
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},
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},
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@ -384,7 +386,7 @@ pub fn prepare_shadows(
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mut ui_meta: ResMut<BoxShadowMeta>,
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mut ui_meta: ResMut<BoxShadowMeta>,
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mut extracted_shadows: ResMut<ExtractedBoxShadows>,
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mut extracted_shadows: ResMut<ExtractedBoxShadows>,
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view_uniforms: Res<ViewUniforms>,
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view_uniforms: Res<ViewUniforms>,
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texture_slicer_pipeline: Res<BoxShadowPipeline>,
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box_shadow_pipeline: Res<BoxShadowPipeline>,
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mut phases: ResMut<ViewSortedRenderPhases<TransparentUi>>,
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mut phases: ResMut<ViewSortedRenderPhases<TransparentUi>>,
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mut previous_len: Local<usize>,
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mut previous_len: Local<usize>,
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) {
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) {
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@ -394,8 +396,8 @@ pub fn prepare_shadows(
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ui_meta.vertices.clear();
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ui_meta.vertices.clear();
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ui_meta.indices.clear();
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ui_meta.indices.clear();
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ui_meta.view_bind_group = Some(render_device.create_bind_group(
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ui_meta.view_bind_group = Some(render_device.create_bind_group(
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"ui_texture_slice_view_bind_group",
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"box_shadow_view_bind_group",
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&texture_slicer_pipeline.view_layout,
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&box_shadow_pipeline.view_layout,
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&BindGroupEntries::single(view_binding),
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&BindGroupEntries::single(view_binding),
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));
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));
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