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Remove slots in render graph #7995
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IceSentry
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A-Rendering
Drawing game state to the screen
C-Usability
A simple quality-of-life change that makes Bevy easier to use
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There is active debate or serious implications around merging this PR
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Mar 9, 2023
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Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
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I decided to use a different approach that makes it optional instead of yeeting it completely. I'll submit a PR with the new approach soon. |
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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 #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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Labels
A-Rendering
Drawing game state to the screen
C-Usability
A simple quality-of-life change that makes Bevy easier to use
X-Controversial
There is active debate or serious implications around merging this PR
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Objective
Solution
Changelog
TODO
Migration Guide
TODO
Notes
This feature was only used to pass the view_entity around and nothing else which was the main reason behind doing this.
Now that Node only have an update and run method it could pave the path towards turning nodes into normal systems.
TODO