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#![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 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(),));
let Some(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,
nodes::DitherRenderLabel,
Node3d::EndMainPassPostProcessing,
),
);
}
fn finish(&self, app: &mut App) {
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app.init_resource::<resources::DitherPostProcessPipeline>();
}
}
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