Struct bevy::render::render_phase::RenderPhase
pub struct RenderPhase<I>where
I: PhaseItem,{
pub items: Vec<I>,
}
Expand description
A collection of all rendering instructions, that will be executed by the GPU, for a single render phase for a single view.
Each view (camera, or shadow-casting light, etc.) can have one or multiple render phases.
They are used to queue entities for rendering.
Multiple phases might be required due to different sorting/batching behaviors
(e.g. opaque: front to back, transparent: back to front) or because one phase depends on
the rendered texture of the previous phase (e.g. for screen-space reflections).
All PhaseItem
s are then rendered using a single TrackedRenderPass
.
The render pass might be reused for multiple phases to reduce GPU overhead.
Fields§
§items: Vec<I>
Implementations§
§impl<I> RenderPhase<I>where
I: PhaseItem,
impl<I> RenderPhase<I>where I: PhaseItem,
pub fn iter_entities(&self) -> impl Iterator<Item = Entity>
pub fn iter_entities(&self) -> impl Iterator<Item = Entity>
pub fn render<'w>(
&self,
render_pass: &mut TrackedRenderPass<'w>,
world: &'w World,
view: Entity
)
pub fn render<'w>( &self, render_pass: &mut TrackedRenderPass<'w>, world: &'w World, view: Entity )
Renders all of its PhaseItem
s using their corresponding draw functions.
pub fn render_range<'w>(
&self,
render_pass: &mut TrackedRenderPass<'w>,
world: &'w World,
view: Entity,
range: impl SliceIndex<[I], Output = [I]>
)
pub fn render_range<'w>( &self, render_pass: &mut TrackedRenderPass<'w>, world: &'w World, view: Entity, range: impl SliceIndex<[I], Output = [I]> )
Renders all PhaseItem
s in the provided range
(based on their index in self.items
) using their corresponding draw functions.
Trait Implementations§
§impl<I> Component for RenderPhase<I>where
I: PhaseItem,
RenderPhase<I>: Send + Sync + 'static,
impl<I> Component for RenderPhase<I>where I: PhaseItem, RenderPhase<I>: Send + Sync + 'static,
§type Storage = TableStorage
type Storage = TableStorage
TableStorage
or SparseStorage
.§impl<I> Default for RenderPhase<I>where
I: PhaseItem,
impl<I> Default for RenderPhase<I>where I: PhaseItem,
§fn default() -> RenderPhase<I>
fn default() -> RenderPhase<I>
Auto Trait Implementations§
impl<I> RefUnwindSafe for RenderPhase<I>where I: RefUnwindSafe,
impl<I> Send for RenderPhase<I>
impl<I> Sync for RenderPhase<I>
impl<I> Unpin for RenderPhase<I>where I: Unpin,
impl<I> UnwindSafe for RenderPhase<I>where I: UnwindSafe,
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere U: ShaderType, &'a T: for<'a> Into<U>,
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere C: Component,
fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId) )
unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> Cwhere F: for<'a> FnMut(&'a mut T) -> OwningPtr<'a>,
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.§impl<C> DynamicBundle for Cwhere
C: Component,
impl<C> DynamicBundle for Cwhere C: Component,
fn get_components(self, func: &mut impl FnMut(StorageType, OwningPtr<'_>))
§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Self
using data from the given World
.