pub struct Viewport {
pub physical_position: UVec2,
pub physical_size: UVec2,
pub depth: Range<f32>,
}
Expand description
Render viewport configuration for the Camera
component.
The viewport defines the area on the render target to which the camera renders its image. You can overlay multiple cameras in a single window using viewports to create effects like split screen, minimaps, and character viewers.
Fields§
§physical_position: UVec2
The physical position to render this viewport to within the RenderTarget
of this Camera
.
(0,0) corresponds to the top-left corner
physical_size: UVec2
The physical size of the viewport rectangle to render to within the RenderTarget
of this Camera
.
The origin of the rectangle is in the top-left corner.
depth: Range<f32>
The minimum and maximum depth to render (on a scale from 0.0 to 1.0).
Implementations§
Source§impl Viewport
impl Viewport
Sourcepub fn clamp_to_size(&mut self, size: UVec2)
pub fn clamp_to_size(&mut self, size: UVec2)
Cut the viewport rectangle so that it lies inside a rectangle of the given size.
If either of the viewport’s position coordinates lies outside the given dimensions, it will be moved just inside first. If either of the given dimensions is zero, the position and size of the viewport rectangle will both be set to zero in that dimension.
Sourcepub fn from_viewport_and_override(
viewport: Option<&Viewport>,
main_pass_resolution_override: Option<&MainPassResolutionOverride>,
) -> Option<Viewport>
pub fn from_viewport_and_override( viewport: Option<&Viewport>, main_pass_resolution_override: Option<&MainPassResolutionOverride>, ) -> Option<Viewport>
Examples found in repository?
584 fn run<'w>(
585 &self,
586 graph: &mut RenderGraphContext,
587 render_context: &mut RenderContext<'w>,
588 (camera, view, target, resolution_override): QueryItem<'w, '_, Self::ViewQuery>,
589 world: &'w World,
590 ) -> Result<(), NodeRunError> {
591 // First, we need to get our phases resource
592 let Some(stencil_phases) = world.get_resource::<ViewSortedRenderPhases<Stencil3d>>() else {
593 return Ok(());
594 };
595
596 // Get the view entity from the graph
597 let view_entity = graph.view_entity();
598
599 // Get the phase for the current view running our node
600 let Some(stencil_phase) = stencil_phases.get(&view.retained_view_entity) else {
601 return Ok(());
602 };
603
604 // Render pass setup
605 let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
606 label: Some("stencil pass"),
607 // For the purpose of the example, we will write directly to the view target. A real
608 // stencil pass would write to a custom texture and that texture would be used in later
609 // passes to render custom effects using it.
610 color_attachments: &[Some(target.get_color_attachment())],
611 // We don't bind any depth buffer for this pass
612 depth_stencil_attachment: None,
613 timestamp_writes: None,
614 occlusion_query_set: None,
615 });
616
617 if let Some(viewport) =
618 Viewport::from_viewport_and_override(camera.viewport.as_ref(), resolution_override)
619 {
620 render_pass.set_camera_viewport(&viewport);
621 }
622
623 // Render the phase
624 // This will execute each draw functions of each phase items queued in this phase
625 if let Err(err) = stencil_phase.render(&mut render_pass, world, view_entity) {
626 error!("Error encountered while rendering the stencil phase {err:?}");
627 }
628
629 Ok(())
630 }
Trait Implementations§
Source§impl FromReflect for Viewport
impl FromReflect for Viewport
Source§fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Viewport>
fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Viewport>
Self
from a reflected value.Source§fn take_from_reflect(
reflect: Box<dyn PartialReflect>,
) -> Result<Self, Box<dyn PartialReflect>>
fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read moreSource§impl GetOwnership for Viewport
impl GetOwnership for Viewport
Source§impl GetTypeRegistration for Viewport
impl GetTypeRegistration for Viewport
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration
for this type.Source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Source§impl IntoReturn for Viewport
impl IntoReturn for Viewport
Source§impl PartialReflect for Viewport
impl PartialReflect for Viewport
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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
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fn reflect_ref(&self) -> ReflectRef<'_>
Source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
Source§fn reflect_owned(self: Box<Viewport>) -> ReflectOwned
fn reflect_owned(self: Box<Viewport>) -> ReflectOwned
Source§fn try_into_reflect(
self: Box<Viewport>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
fn try_into_reflect( self: Box<Viewport>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
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fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
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fn into_partial_reflect(self: Box<Viewport>) -> Box<dyn PartialReflect>
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Source§impl Reflect for Viewport
impl Reflect for Viewport
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Source§impl Struct for Viewport
impl Struct for Viewport
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impl TypePath for Viewport
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impl Freeze for Viewport
impl RefUnwindSafe for Viewport
impl Send for Viewport
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impl UnwindSafe for Viewport
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fn tap_mut_dbg(self, func: impl FnOnce(&mut Self)) -> Self
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builds.Source§fn tap_borrow_mut_dbg<B>(self, func: impl FnOnce(&mut B)) -> Self
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builds.Source§fn tap_ref_dbg<R>(self, func: impl FnOnce(&R)) -> Self
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builds.Source§fn tap_ref_mut_dbg<R>(self, func: impl FnOnce(&mut R)) -> Self
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builds.Source§fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
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builds.