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# Objective - Adding a node to the render_graph can be quite verbose and error prone because there's a lot of moving parts to it. ## Solution - Encapsulate this in a simple utility method - Mostly intended for optional nodes that have specific ordering - Requires that the `Node` impl `FromWorld`, but every internal node is built using a new function taking a `&mut World` so it was essentially already `FromWorld` - Use it for the bloom, fxaa and taa, nodes. - The main nodes don't use it because they rely more on the order of many nodes being added --- ## Changelog - Impl `FromWorld` for `BloomNode`, `FxaaNode` and `TaaNode` - Added `RenderGraph::add_node_edges()` - Added `RenderGraph::sub_graph()` - Added `RenderGraph::sub_graph_mut()` - Added `RenderGraphApp`, `RenderGraphApp::add_render_graph_node`, `RenderGraphApp::add_render_graph_edges`, `RenderGraphApp::add_render_graph_edge` ## Notes ~~This was taken out of https://github.com/bevyengine/bevy/pull/7995 because it works on it's own. Once the linked PR is done, the new `add_node()` will be simplified a bit since the input/output params won't be necessary.~~ This feature will be useful in most of the upcoming render nodes so it's impact will be more relevant at that point. Partially fixes #7985 ## Future work * Add a way to automatically label nodes or at least make it part of the trait. This would remove one more field from the functions added in this PR * Use it in the main pass 2d/3d --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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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 |