render: rename MainPassNode to PassNode

there will be more than one and it is suitably generic
This commit is contained in:
Carter Anderson 2020-06-24 10:29:26 -07:00
parent 2c74560283
commit 2b8fe144a8
5 changed files with 11 additions and 11 deletions

View File

@ -5,7 +5,7 @@ use crate::{
},
render_graph::{
nodes::{
CameraNode, MainPassNode, SharedBuffersNode, TextureCopyNode, WindowSwapChainNode,
CameraNode, PassNode, SharedBuffersNode, TextureCopyNode, WindowSwapChainNode,
WindowTextureNode,
},
RenderGraph,
@ -92,7 +92,7 @@ impl BaseRenderGraphBuilder for RenderGraph {
}
if config.add_main_pass {
let mut main_pass_node = MainPassNode::new(PassDescriptor {
let mut main_pass_node = PassNode::new(PassDescriptor {
color_attachments: vec![RenderPassColorAttachmentDescriptor {
attachment: TextureAttachment::Input("color".to_string()),
resolve_target: None,

View File

@ -1,5 +1,5 @@
mod camera_node;
mod main_pass_node;
mod pass_node;
mod render_resources_node;
mod shared_buffers_node;
mod texture_copy_node;
@ -7,7 +7,7 @@ mod window_swapchain_node;
mod window_texture_node;
pub use camera_node::*;
pub use main_pass_node::*;
pub use pass_node::*;
pub use render_resources_node::*;
pub use shared_buffers_node::*;
pub use texture_copy_node::*;

View File

@ -9,7 +9,7 @@ use crate::{
use bevy_asset::{Assets, Handle};
use legion::prelude::*;
pub struct MainPassNode {
pub struct PassNode {
descriptor: PassDescriptor,
inputs: Vec<ResourceSlotInfo>,
cameras: Vec<String>,
@ -17,7 +17,7 @@ pub struct MainPassNode {
depth_stencil_attachment_input_index: Option<usize>,
}
impl MainPassNode {
impl PassNode {
pub fn new(descriptor: PassDescriptor) -> Self {
let mut inputs = Vec::new();
let mut color_attachment_input_indices = Vec::new();
@ -44,7 +44,7 @@ impl MainPassNode {
}
}
MainPassNode {
PassNode {
descriptor,
inputs,
cameras: Vec::new(),
@ -58,7 +58,7 @@ impl MainPassNode {
}
}
impl Node for MainPassNode {
impl Node for PassNode {
fn input(&self) -> &[ResourceSlotInfo] {
&self.inputs
}

View File

@ -2,7 +2,7 @@ use bevy_asset::{Assets, Handle};
use bevy_render::{
base_render_graph,
pipeline::{state_descriptors::*, PipelineDescriptor},
render_graph::{nodes::{MainPassNode, CameraNode}, RenderGraph},
render_graph::{nodes::{PassNode, CameraNode}, RenderGraph},
shader::{Shader, ShaderStage, ShaderStages},
texture::TextureFormat, ActiveCameras,
};
@ -79,7 +79,7 @@ impl UiRenderGraphBuilder for RenderGraph {
self.add_node_edge(node::UI_CAMERA, base_render_graph::node::MAIN_PASS)
.unwrap();
let mut active_cameras = resources.get_mut::<ActiveCameras>().unwrap();
let main_pass_node: &mut MainPassNode = self.get_node_mut(base_render_graph::node::MAIN_PASS).unwrap();
let main_pass_node: &mut PassNode = self.get_node_mut(base_render_graph::node::MAIN_PASS).unwrap();
main_pass_node.add_camera(camera::UI_CAMERA);
active_cameras.add(camera::UI_CAMERA);
self

View File

@ -20,7 +20,7 @@ pub use crate::{
pipeline::{PipelineDescriptor, RenderPipelines},
render_graph::{
nodes::{
AssetRenderResourcesNode, CameraNode, MainPassNode, RenderResourcesNode,
AssetRenderResourcesNode, CameraNode, PassNode, RenderResourcesNode,
WindowSwapChainNode, WindowTextureNode,
},
RenderGraph,