Struct bevy::render::view::ViewTarget

pub struct ViewTarget { /* private fields */ }

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impl ViewTarget

pub const TEXTURE_FORMAT_HDR: TextureFormat = TextureFormat::Rgba16Float

pub fn get_color_attachment( &self, ops: Operations<Color> ) -> RenderPassColorAttachment<'_>

Retrieve this target’s color attachment. This will use Self::sampled_main_texture and resolve to Self::main_texture if the target has sampling enabled. Otherwise it will use Self::main_texture directly.

pub fn get_unsampled_color_attachment( &self, ops: Operations<Color> ) -> RenderPassColorAttachment<'_>

Retrieve an “unsampled” color attachment using Self::main_texture.

pub fn main_texture(&self) -> &TextureView

The “main” unsampled texture.

pub fn main_texture_other(&self) -> &TextureView

The other “main” unsampled texture. In most cases you should use Self::main_texture instead and never this. The textures will naturally be swapped when Self::post_process_write is called.

A use case for this is to be able to prepare a bind group for all main textures ahead of time.

pub fn sampled_main_texture(&self) -> Option<&TextureView>

The “main” sampled texture.

pub fn main_texture_format(&self) -> TextureFormat

pub fn is_hdr(&self) -> bool

Returns true if and only if the main texture is Self::TEXTURE_FORMAT_HDR

pub fn out_texture(&self) -> &TextureView

The final texture this view will render to.

pub fn out_texture_format(&self) -> TextureFormat

The format of the final texture this view will render to

pub fn post_process_write(&self) -> PostProcessWrite<'_>

This will start a new “post process write”, which assumes that the caller will write the PostProcessWrite’s source to the destination.

source is the “current” main texture. This will internally flip this ViewTarget’s main texture to the destination texture, so the caller must ensure source is copied to destination, with or without modifications. Failing to do so will cause the current main texture information to be lost.

Trait Implementations§

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impl Component for ViewTargetwhere ViewTarget: Send + Sync + 'static,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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