Struct bevy::pbr::MeshPipeline
pub struct MeshPipeline {
pub view_layout: BindGroupLayout,
pub mesh_layout: BindGroupLayout,
pub skinned_mesh_layout: BindGroupLayout,
pub dummy_white_gpu_image: GpuImage,
pub clustered_forward_buffer_binding_type: BufferBindingType,
}
Fields§
§view_layout: BindGroupLayout
§mesh_layout: BindGroupLayout
§skinned_mesh_layout: BindGroupLayout
§dummy_white_gpu_image: GpuImage
§clustered_forward_buffer_binding_type: BufferBindingType
Implementations§
§impl MeshPipeline
impl MeshPipeline
pub fn get_image_texture<'a>(
&'a self,
gpu_images: &'a RenderAssets<Image>,
handle_option: &Option<Handle<Image>>
) -> Option<(&'a TextureView, &'a Sampler)>
Trait Implementations§
§impl Clone for MeshPipeline
impl Clone for MeshPipeline
§fn clone(&self) -> MeshPipeline
fn clone(&self) -> MeshPipeline
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read more§impl FromWorld for MeshPipeline
impl FromWorld for MeshPipeline
§fn from_world(world: &mut World) -> MeshPipeline
fn from_world(world: &mut World) -> MeshPipeline
Creates
Self
using data from the given World§impl SpecializedMeshPipeline for MeshPipeline
impl SpecializedMeshPipeline for MeshPipeline
type Key = MeshPipelineKey
fn specialize(
&self,
key: <MeshPipeline as SpecializedMeshPipeline>::Key,
layout: &Hashed<InnerMeshVertexBufferLayout, FixedState>
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError>
impl Resource for MeshPipelinewhere
MeshPipeline: 'static + Send + Sync,
Auto Trait Implementations§
impl !RefUnwindSafe for MeshPipeline
impl Send for MeshPipeline
impl Sync for MeshPipeline
impl Unpin for MeshPipeline
impl !UnwindSafe for MeshPipeline
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