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RenderAssets

Struct RenderAssets 

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pub struct RenderAssets { /* private fields */ }
Expand description

GPU 资产存储

管理所有已上传到 GPU 的网格、材质和渲染管线资源。

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impl RenderAssets

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pub fn upload_mesh<V: Vertex>( &mut self, device: &RenderDevice, vertices: &[V], indices: &[u16], label: &str, ) -> MeshHandle

上传网格到 GPU 并返回句柄

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pub fn upload_mesh_u32<V: Vertex>( &mut self, device: &RenderDevice, vertices: &[V], indices: &[u32], label: &str, ) -> MeshHandle

上传网格到 GPU(u32 索引)并返回句柄

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pub fn register_pipeline(&mut self, pipeline: RenderPipeline) -> PipelineHandle

注册渲染管线并返回句柄

注册后的管线可被多个材质共享引用。

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pub fn create_material_with_pipeline( &mut self, pipeline_handle: PipelineHandle, bind_group: BindGroup, ) -> MaterialHandle

创建引用共享管线的材质

§参数
  • pipeline_handle: 通过 register_pipeline 获得的管线句柄
  • bind_group: 材质专属的绑定组
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pub fn create_material( &mut self, pipeline: RenderPipeline, bind_group: BindGroup, ) -> MaterialHandle

创建材质并返回句柄(向后兼容 API)

内部自动注册管线并创建材质。适用于不需要管线共享的场景。

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pub fn get_mesh(&self, handle: &MeshHandle) -> Option<&GpuMesh>

获取 GPU 网格

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pub fn get_material(&self, handle: &MaterialHandle) -> Option<&GpuMaterial>

获取 GPU 材质

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pub fn get_pipeline(&self, handle: &PipelineHandle) -> Option<&RenderPipeline>

获取渲染管线

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pub fn remove_mesh(&mut self, handle: &MeshHandle) -> bool

移除 GPU 网格资源,释放顶点和索引缓冲区

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pub fn remove_material(&mut self, handle: &MaterialHandle) -> bool

移除 GPU 材质资源,释放绑定组

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pub fn remove_pipeline(&mut self, handle: &PipelineHandle) -> bool

移除渲染管线

注意:如果仍有材质引用此管线,那些材质的渲染将失败。 调用者应确保先移除所有引用此管线的材质。

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pub fn mesh_count(&self) -> usize

已注册的网格数量

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pub fn material_count(&self) -> usize

已注册的材质数量

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pub fn pipeline_count(&self) -> usize

已注册的管线数量

Trait Implementations§

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impl Default for RenderAssets

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fn default() -> RenderAssets

Returns the “default value” for a type. Read more
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impl Resource for RenderAssets
where Self: Send + Sync + 'static,

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