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https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +00:00
render: add ClearColor resource
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parent
dfde160741
commit
8a8d01aa88
6 changed files with 49 additions and 1 deletions
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@ -187,6 +187,10 @@ path = "examples/ui/ui.rs"
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name = "ui_bench"
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name = "ui_bench"
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path = "examples/ui/ui_bench.rs"
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path = "examples/ui/ui_bench.rs"
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[[example]]
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name = "clear_color"
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path = "examples/window/clear_color.rs"
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[[example]]
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[[example]]
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name = "multiple_windows"
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name = "multiple_windows"
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path = "examples/window/multiple_windows.rs"
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path = "examples/window/multiple_windows.rs"
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@ -114,6 +114,8 @@ impl BaseRenderGraphBuilder for RenderGraph {
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sample_count: 1,
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sample_count: 1,
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});
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});
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main_pass_node.use_default_clear_color(0);
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if config.add_3d_camera {
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if config.add_3d_camera {
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main_pass_node.add_camera(camera::CAMERA);
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main_pass_node.add_camera(camera::CAMERA);
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}
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}
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@ -18,6 +18,28 @@ impl TextureAttachment {
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}
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}
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}
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}
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#[derive(Clone, Debug)]
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pub struct ClearColor {
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pub color: Color,
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}
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impl ClearColor {
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pub fn new(color: Color) -> Self {
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ClearColor {
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color,
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}
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}
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}
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impl Default for ClearColor {
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fn default() -> Self {
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Self {
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color: Color::rgb(0.1, 0.1, 0.1),
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}
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}
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}
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#[derive(Debug, Clone)]
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#[derive(Debug, Clone)]
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pub struct RenderPassColorAttachmentDescriptor {
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pub struct RenderPassColorAttachmentDescriptor {
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/// The actual color attachment.
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/// The actual color attachment.
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@ -1,6 +1,6 @@
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use crate::{
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use crate::{
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draw::{Draw, RenderCommand},
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draw::{Draw, RenderCommand},
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pass::{PassDescriptor, TextureAttachment},
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pass::{PassDescriptor, TextureAttachment, ClearColor},
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pipeline::PipelineDescriptor,
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pipeline::PipelineDescriptor,
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render_graph::{Node, ResourceSlotInfo, ResourceSlots},
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render_graph::{Node, ResourceSlotInfo, ResourceSlots},
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render_resource::{BindGroupId, BufferId, RenderResourceBindings, RenderResourceType},
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render_resource::{BindGroupId, BufferId, RenderResourceBindings, RenderResourceType},
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@ -15,6 +15,7 @@ pub struct PassNode {
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cameras: Vec<String>,
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cameras: Vec<String>,
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color_attachment_input_indices: Vec<Option<usize>>,
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color_attachment_input_indices: Vec<Option<usize>>,
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depth_stencil_attachment_input_index: Option<usize>,
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depth_stencil_attachment_input_index: Option<usize>,
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default_clear_color_inputs: Vec<usize>,
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}
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}
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impl PassNode {
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impl PassNode {
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@ -50,12 +51,17 @@ impl PassNode {
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cameras: Vec::new(),
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cameras: Vec::new(),
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color_attachment_input_indices,
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color_attachment_input_indices,
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depth_stencil_attachment_input_index,
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depth_stencil_attachment_input_index,
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default_clear_color_inputs: Vec::new(),
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}
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}
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}
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}
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pub fn add_camera(&mut self, camera_name: &str) {
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pub fn add_camera(&mut self, camera_name: &str) {
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self.cameras.push(camera_name.to_string());
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self.cameras.push(camera_name.to_string());
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}
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}
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pub fn use_default_clear_color(&mut self, color_attachment_index: usize) {
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self.default_clear_color_inputs.push(color_attachment_index);
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}
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}
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}
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impl Node for PassNode {
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impl Node for PassNode {
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@ -76,6 +82,11 @@ impl Node for PassNode {
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let active_cameras= resources.get::<ActiveCameras>().unwrap();
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let active_cameras= resources.get::<ActiveCameras>().unwrap();
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for (i, color_attachment) in self.descriptor.color_attachments.iter_mut().enumerate() {
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for (i, color_attachment) in self.descriptor.color_attachments.iter_mut().enumerate() {
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if self.default_clear_color_inputs.contains(&i) {
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if let Some(default_clear_color) = resources.get::<ClearColor>() {
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color_attachment.clear_color = default_clear_color.color;
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}
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}
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if let Some(input_index) = self.color_attachment_input_indices[i] {
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if let Some(input_index) = self.color_attachment_input_indices[i] {
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color_attachment.attachment =
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color_attachment.attachment =
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TextureAttachment::Id(input.get(input_index).unwrap().get_texture().unwrap());
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TextureAttachment::Id(input.get(input_index).unwrap().get_texture().unwrap());
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8
examples/window/clear_color.rs
Normal file
8
examples/window/clear_color.rs
Normal file
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@ -0,0 +1,8 @@
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use bevy::prelude::*;
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fn main() {
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App::build()
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.add_resource(ClearColor::new(Color::rgb(0.2, 0.2, 0.8)))
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.add_default_plugins()
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.run();
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}
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@ -17,6 +17,7 @@ pub use crate::{
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draw::Draw,
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draw::Draw,
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entity::*,
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entity::*,
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mesh::{shape, Mesh},
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mesh::{shape, Mesh},
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pass::ClearColor,
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pipeline::{PipelineDescriptor, RenderPipelines},
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pipeline::{PipelineDescriptor, RenderPipelines},
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render_graph::{
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render_graph::{
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nodes::{
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nodes::{
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