pub struct RenderTargets { /* private fields */ }Expand description
The registry of named offscreen render targets. Insert it (the plugin does)
and have app systems create targets as game state demands.
Implementations§
Source§impl RenderTargets
impl RenderTargets
Sourcepub fn create(
&mut self,
images: &mut Assets<Image>,
name: impl Into<String>,
spec: RenderTargetSpec,
) -> RenderTarget
pub fn create( &mut self, images: &mut Assets<Image>, name: impl Into<String>, spec: RenderTargetSpec, ) -> RenderTarget
Allocate a render-target texture and register it under name, returning a
RenderTarget whose camera_target a
camera should point at. Re-creating an existing name replaces it.
Sourcepub fn register(&mut self, name: impl Into<String>, handle: Handle<Image>)
pub fn register(&mut self, name: impl Into<String>, handle: Handle<Image>)
Register an app-owned texture under name — a procedurally
generated, pre-rendered, or loaded Image the app already holds — so
a <portal target> or a backgroundImage { texture } source can
display it. Static content: nothing renders into, resizes, or
invalidates it (the entry is inert to drive_render_targets); for
live/continuously-updating content use create with a
camera — and prefer a <portal> on the UI side. Re-registering an
existing name replaces it.
Sourcepub fn get(&self, name: &str) -> Option<Handle<Image>>
pub fn get(&self, name: &str) -> Option<Handle<Image>>
The backing texture handle for name, if registered.
Sourcepub fn invalidate(&mut self, name: &str)
pub fn invalidate(&mut self, name: &str)
Mark a target for one more render (a RenderMode::Snapshot re-captures;
a RenderMode::Live target is unaffected — it renders every frame anyway).
Sourcepub fn set_mode(&mut self, name: &str, mode: RenderMode)
pub fn set_mode(&mut self, name: &str, mode: RenderMode)
Switch a target’s render model at runtime. Snapshot → Live reactivates
the camera; Live → Snapshot renders one last frame, then freezes.
Trait Implementations§
Source§impl Component for RenderTargets
impl Component for RenderTargets
Source§const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::SparseSet
const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::SparseSet
Source§type Mutability = Mutable
type Mutability = Mutable
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while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
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fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>
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EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreSource§impl Default for RenderTargets
impl Default for RenderTargets
Source§fn default() -> RenderTargets
fn default() -> RenderTargets
impl Resource for RenderTargets
Auto Trait Implementations§
impl !RefUnwindSafe for RenderTargets
impl !Unpin for RenderTargets
impl !UnwindSafe for RenderTargets
impl Freeze for RenderTargets
impl Send for RenderTargets
impl Sync for RenderTargets
impl UnsafeUnpin for RenderTargets
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Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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