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use bevy::{
prelude::*,
render::{extract_component::ExtractComponent, render_resource::ShaderType},
};
/// Component which, when inserted into an entity with a camera and normal prepass, enables an outline effect for that
/// camera.
#[derive(Component, ShaderType, ExtractComponent, PartialEq, Clone)]
pub struct OutlinePostProcessSettings {
/// Weight of outlines in pixels.
weight: f32,
/// A threshold for normal differences, values below this threshold will not become outlines.
/// Higher values will result in more outlines which may look better on smooth surfaces.
normal_threshold: f32,
/// Whether to use adaptive outlines. White outlines will be drawn around darker objects, while black ones will be drawn around lighter ones.
adaptive: u32,
/// Threshold of illumination for outlines to apply. Requires deferred prepass.
light_threshold: f32,
}
impl OutlinePostProcessSettings {
/// Create a new instance with the given settings
pub fn new(weight: f32, normal_threshold: f32, adaptive: bool, light_threshold: f32) -> Self {
Self {
weight,
normal_threshold,
adaptive: adaptive as u32,
light_threshold,
}
}
}
impl Default for OutlinePostProcessSettings {
fn default() -> Self {
Self {
weight: 1.0,
normal_threshold: 0.0,
adaptive: 0,
light_threshold: 0.0,
}
}
}
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