pub struct DynamicUniformIndex<C>where
C: Component,{ /* private fields */ }Available on crate feature
bevy_render only.Expand description
Stores the index of a uniform inside of ComponentUniforms.
Implementations§
Source§impl<C> DynamicUniformIndex<C>where
C: Component,
impl<C> DynamicUniformIndex<C>where
C: Component,
Sourcepub fn index(&self) -> u32
pub fn index(&self) -> u32
Examples found in repository?
examples/shader_advanced/custom_post_processing.rs (line 200)
140fn post_process_system(
141 view: ViewQuery<(
142 &ViewTarget,
143 &DynamicUniformIndex<PostProcessSettings>,
144 &PostProcessBindGroups,
145 )>,
146 post_process_pipeline: Option<Res<PostProcessPipeline>>,
147 pipeline_cache: Res<PipelineCache>,
148 mut ctx: RenderContext,
149) {
150 let Some(post_process_pipeline) = post_process_pipeline else {
151 return;
152 };
153
154 let (view_target, settings_index, bind_groups) = view.into_inner();
155
156 let Some(pipeline) = pipeline_cache.get_render_pipeline(post_process_pipeline.pipeline_id)
157 else {
158 return;
159 };
160
161 // This will start a new "post process write", obtaining two texture
162 // views from the view target - a `source` and a `destination`.
163 // `source` is the "current" main texture and you _must_ write into
164 // `destination` because calling `post_process_write()` on the
165 // [`ViewTarget`] will internally flip the [`ViewTarget`]'s main
166 // texture to the `destination` texture. Failing to do so will cause
167 // the current main texture information to be lost.
168 let post_process = view_target.post_process_write();
169
170 // We prepared the bind group ahead of time but now we need to make sure
171 // we pick the bind group associated with the source texture
172 let (_, bind_group) = if bind_groups.a.0 == post_process.source.id() {
173 &bind_groups.a
174 } else {
175 &bind_groups.b
176 };
177
178 let mut render_pass = ctx
179 .command_encoder()
180 .begin_render_pass(&RenderPassDescriptor {
181 label: Some("post_process_pass"),
182 color_attachments: &[Some(RenderPassColorAttachment {
183 // We need to specify the post process destination view here
184 // to make sure we write to the appropriate texture.
185 view: post_process.destination,
186 depth_slice: None,
187 resolve_target: None,
188 ops: Operations::default(),
189 })],
190 depth_stencil_attachment: None,
191 timestamp_writes: None,
192 occlusion_query_set: None,
193 multiview_mask: None,
194 });
195
196 render_pass.set_pipeline(pipeline);
197 // By passing in the index of the post process settings on this view, we ensure
198 // that in the event that multiple settings were sent to the GPU (as would be the
199 // case with multiple cameras), we use the correct one.
200 render_pass.set_bind_group(0, bind_group, &[settings_index.index()]);
201 render_pass.draw(0..3, 0..1);
202}Trait Implementations§
Source§impl<C> Component for DynamicUniformIndex<C>
impl<C> Component for DynamicUniformIndex<C>
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
A constant indicating the storage type used for this component.
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type Mutability = Mutable
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_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
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Registers required components. Read more
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fn clone_behavior() -> ComponentCloneBehavior
Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<DynamicUniformIndex<C>>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<DynamicUniformIndex<C>>>
Returns
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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const HAS_SUMMARY_TICK: bool = false
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Auto Trait Implementations§
impl<C> Freeze for DynamicUniformIndex<C>where
PhantomData<C>: Freeze,
impl<C> RefUnwindSafe for DynamicUniformIndex<C>where
PhantomData<C>: RefUnwindSafe,
impl<C> Send for DynamicUniformIndex<C>where
PhantomData<C>: Send,
impl<C> Sync for DynamicUniformIndex<C>where
PhantomData<C>: Sync,
impl<C> Unpin for DynamicUniformIndex<C>where
PhantomData<C>: Unpin,
impl<C> UnsafeUnpin for DynamicUniformIndex<C>where
PhantomData<C>: UnsafeUnpin,
impl<C> UnwindSafe for DynamicUniformIndex<C>where
PhantomData<C>: UnwindSafe,
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