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# Objective - Currently, the render graph slots are only used to pass the view_entity around. This introduces significant boilerplate for very little value. Instead of using slots for this, make the view_entity part of the `RenderGraphContext`. This also means we won't need to have `IN_VIEW` on every node and and we'll be able to use the default impl of `Node::input()`. ## Solution - Add `view_entity: Option<Entity>` to the `RenderGraphContext` - Update all nodes to use this instead of entity slot input --- ## Changelog - Add optional `view_entity` to `RenderGraphContext` ## Migration Guide You can now get the view_entity directly from the `RenderGraphContext`. When implementing the Node: ```rust // 0.10 struct FooNode; impl FooNode { const IN_VIEW: &'static str = "view"; } impl Node for FooNode { fn input(&self) -> Vec<SlotInfo> { vec![SlotInfo::new(Self::IN_VIEW, SlotType::Entity)] } fn run( &self, graph: &mut RenderGraphContext, // ... ) -> Result<(), NodeRunError> { let view_entity = graph.get_input_entity(Self::IN_VIEW)?; // ... Ok(()) } } // 0.11 struct FooNode; impl Node for FooNode { fn run( &self, graph: &mut RenderGraphContext, // ... ) -> Result<(), NodeRunError> { let view_entity = graph.view_entity(); // ... Ok(()) } } ``` When adding the node to the graph, you don't need to specify a slot_edge for the view_entity. ```rust // 0.10 let mut graph = RenderGraph::default(); graph.add_node(FooNode::NAME, node); let input_node_id = draw_2d_graph.set_input(vec![SlotInfo::new( graph::input::VIEW_ENTITY, SlotType::Entity, )]); graph.add_slot_edge( input_node_id, graph::input::VIEW_ENTITY, FooNode::NAME, FooNode::IN_VIEW, ); // add_node_edge ... // 0.11 let mut graph = RenderGraph::default(); graph.add_node(FooNode::NAME, node); // add_node_edge ... ``` ## Notes This PR paired with #8007 will help reduce a lot of annoying boilerplate with the render nodes. Depending on which one gets merged first. It will require a bit of clean up work to make both compatible. I tagged this as a breaking change, because using the old system to get the view_entity will break things because it's not a node input slot anymore. ## Notes for reviewers A lot of the diffs are just removing the slots in every nodes and graph creation. The important part is mostly in the graph_runner/CameraDriverNode. |
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.. | ||
animate_shader.rs | ||
array_texture.rs | ||
compute_shader_game_of_life.rs | ||
custom_vertex_attribute.rs | ||
post_process_pass.rs | ||
post_processing.rs | ||
shader_defs.rs | ||
shader_instancing.rs | ||
shader_material.rs | ||
shader_material_glsl.rs | ||
shader_material_screenspace_texture.rs | ||
shader_prepass.rs | ||
texture_binding_array.rs |