Struct bevy::core_pipeline::core_2d::Transparent2d
pub struct Transparent2d {
pub sort_key: FloatOrd,
pub entity: Entity,
pub pipeline: CachedRenderPipelineId,
pub draw_function: DrawFunctionId,
pub batch_range: Option<Range<u32>>,
}
Fields§
§sort_key: FloatOrd
§entity: Entity
§pipeline: CachedRenderPipelineId
§draw_function: DrawFunctionId
§batch_range: Option<Range<u32>>
Range in the vertex buffer of this item
Trait Implementations§
§impl BatchedPhaseItem for Transparent2d
impl BatchedPhaseItem for Transparent2d
§fn batch_range(&self) -> &Option<Range<u32>>
fn batch_range(&self) -> &Option<Range<u32>>
Range in the vertex buffer of this item
§fn batch_range_mut(&mut self) -> &mut Option<Range<u32>>
fn batch_range_mut(&mut self) -> &mut Option<Range<u32>>
Range in the vertex buffer of this item
§fn add_to_batch(&mut self, other: &Self) -> BatchResult
fn add_to_batch(&mut self, other: &Self) -> BatchResult
Batches another item within this item if they are compatible.
Items can be batched together if they have the same entity, and consecutive ranges.
If batching is successful, the
other
item should be discarded from the render pass. Read more§impl CachedRenderPipelinePhaseItem for Transparent2d
impl CachedRenderPipelinePhaseItem for Transparent2d
fn cached_pipeline(&self) -> CachedRenderPipelineId
§impl EntityPhaseItem for Transparent2d
impl EntityPhaseItem for Transparent2d
§impl PhaseItem for Transparent2d
impl PhaseItem for Transparent2d
§fn sort_key(&self) -> <Transparent2d as PhaseItem>::SortKey
fn sort_key(&self) -> <Transparent2d as PhaseItem>::SortKey
Determines the order in which the items are drawn during the corresponding
RenderPhase
.§fn draw_function(&self) -> DrawFunctionId
fn draw_function(&self) -> DrawFunctionId
Specifies the
Draw
function used to render the item.§fn sort(items: &mut [Transparent2d])
fn sort(items: &mut [Transparent2d])
Sorts a slice of phase items into render order. Generally if the same type
implements
BatchedPhaseItem
, this should use a stable sort like slice::sort_by_key
.
In almost all other cases, this should not be altered from the default,
which uses a unstable sort, as this provides the best balance of CPU and GPU
performance. Read moreAuto Trait Implementations§
impl RefUnwindSafe for Transparent2d
impl Send for Transparent2d
impl Sync for Transparent2d
impl Unpin for Transparent2d
impl UnwindSafe for Transparent2d
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
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist. Read more§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
Convert
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
. Read more§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
. Read more§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s. Read more§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s. Read more