diff options
author | Silas Bartha <silas@exvacuum.dev> | 2024-06-03 21:10:39 -0400 |
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committer | Silas Bartha <silas@exvacuum.dev> | 2024-06-03 21:10:39 -0400 |
commit | 369cac3c3245214ebf9d03e33e98fb68acb96c10 (patch) | |
tree | 27c0455b7510bd20fef702410e870ce05759f836 /src/lib.rs | |
parent | 6dec61d81f0475560f336f17ab1243796d585317 (diff) |
Renamed + Added docs
Diffstat (limited to 'src/lib.rs')
-rw-r--r-- | src/lib.rs | 49 |
1 files changed, 33 insertions, 16 deletions
@@ -1,40 +1,57 @@ -use bevy::{prelude::*, render::{RenderApp, render_graph::{RenderGraphApp, ViewNodeRunner}, extract_component::ExtractComponentPlugin}, asset::embedded_asset, core_pipeline::core_3d::graph::{Core3d, Node3d}}; +#![warn(missing_docs)] + +//! A plugin for the Bevy game engine which provides a black and white dither post-process effect +//! using Bayer ordered dithering. + +use bevy::{ + asset::embedded_asset, + core_pipeline::core_3d::graph::{Core3d, Node3d}, + prelude::*, + render::{ + extract_component::ExtractComponentPlugin, + render_graph::{RenderGraphApp, ViewNodeRunner}, + RenderApp, + }, +}; use crate::components::DitherPostProcessSettings; pub use nodes::DitherRenderLabel; +/// Plugin which provides dither post-processing functionality pub struct DitherPostProcessPlugin; +/// Components used by this plugin pub mod components; -mod resources; + mod nodes; +mod resources; impl Plugin for DitherPostProcessPlugin { fn build(&self, app: &mut App) { embedded_asset!(app, "../assets/shaders/dither_post_process.wgsl"); - app.add_plugins(( - ExtractComponentPlugin::<DitherPostProcessSettings>::default(), - )); + app.add_plugins((ExtractComponentPlugin::<DitherPostProcessSettings>::default(),)); let Ok(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; - render_app.add_render_graph_node::<ViewNodeRunner<nodes::DitherRenderNode>>( - Core3d, - nodes::DitherRenderLabel, - ).add_render_graph_edges( - Core3d, - ( - Node3d::Tonemapping, + render_app + .add_render_graph_node::<ViewNodeRunner<nodes::DitherRenderNode>>( + Core3d, nodes::DitherRenderLabel, - Node3d::EndMainPassPostProcessing, - ), - ); + ) + .add_render_graph_edges( + Core3d, + ( + Node3d::Tonemapping, + nodes::DitherRenderLabel, + Node3d::EndMainPassPostProcessing, + ), + ); } - + fn finish(&self, app: &mut App) { let Ok(render_app) = app.get_sub_app_mut(RenderApp) else { return; |