pub struct ScenePatchInstance(pub Handle<ScenePatch>);Expand description
A component that, when added, will queue applying the given ScenePatch after the scene and its dependencies have been loaded and resolved.
Tuple Fields§
§0: Handle<ScenePatch>Methods from Deref<Target = Handle<ScenePatch>>§
Sourcepub fn id(&self) -> AssetId<A>
pub fn id(&self) -> AssetId<A>
Examples found in repository?
examples/shader_advanced/manual_material.rs (line 125)
124 fn as_asset_id(&self) -> AssetId<Self::Asset> {
125 self.0.id()
126 }
127}
128
129#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
130struct ImageMaterial {
131 image: Handle<Image>,
132}
133
134impl ErasedRenderAsset for ImageMaterial {
135 type SourceAsset = ImageMaterial;
136 type ErasedAsset = PreparedMaterial;
137 type Param = (
138 SRes<DrawFunctions<Opaque3d>>,
139 SRes<ImageMaterialBindGroupLayout>,
140 SRes<AssetServer>,
141 SResMut<MaterialBindGroupAllocators>,
142 SResMut<RenderMaterialBindings>,
143 SRes<RenderAssets<GpuImage>>,
144 SRes<ImageMaterialBindGroupSampler>,
145 );
146
147 fn prepare_asset(
148 source_asset: Self::SourceAsset,
149 asset_id: AssetId<Self::SourceAsset>,
150 (
151 opaque_draw_functions,
152 material_layout,
153 asset_server,
154 bind_group_allocators,
155 render_material_bindings,
156 gpu_images,
157 image_material_sampler,
158 ): &mut SystemParamItem<Self::Param>,
159 ) -> std::result::Result<Self::ErasedAsset, PrepareAssetError<Self::SourceAsset>> {
160 let material_layout = material_layout.0.clone();
161 let draw_function_id = opaque_draw_functions.read().id::<DrawMaterial>();
162 let bind_group_allocator = bind_group_allocators
163 .get_mut(&TypeId::of::<ImageMaterial>())
164 .unwrap();
165 let Some(image) = gpu_images.get(&source_asset.image) else {
166 return Err(PrepareAssetError::RetryNextUpdate(source_asset));
167 };
168 let mut unprepared = BindGroupBuilder {
169 binding_resources: UnpreparedBindingResources(vec![
170 (
171 0,
172 UnpreparedBindingResource::TextureView(
173 TextureViewDimension::D2,
174 image.texture_view.clone(),
175 ),
176 ),
177 (
178 1,
179 UnpreparedBindingResource::Sampler(
180 SamplerBindingType::NonFiltering,
181 image_material_sampler.0.clone(),
182 ),
183 ),
184 ]),
185 data_buffer: vec![],
186 };
187 let binding = match render_material_bindings.entry(asset_id.into()) {
188 Entry::Occupied(mut occupied_entry) => {
189 bind_group_allocator.free(*occupied_entry.get());
190 let new_binding =
191 bind_group_allocator.allocate_unprepared(&mut unprepared, &material_layout);
192 *occupied_entry.get_mut() = new_binding;
193 new_binding
194 }
195 Entry::Vacant(vacant_entry) => *vacant_entry.insert(
196 bind_group_allocator.allocate_unprepared(&mut unprepared, &material_layout),
197 ),
198 };
199
200 let mut properties = MaterialProperties {
201 material_layout: Some(material_layout),
202 mesh_pipeline_key_bits: ErasedMeshPipelineKey::new(MeshPipelineKey::empty()),
203 base_specialize: Some(base_specialize),
204 ..Default::default()
205 };
206 properties.add_draw_function(MainPassOpaqueDrawFunction, draw_function_id);
207 properties.add_shader(MaterialFragmentShader, asset_server.load(SHADER_ASSET_PATH));
208
209 Ok(PreparedMaterial {
210 binding,
211 properties: Arc::new(properties),
212 })
213 }
214}
215
216/// set up a simple 3D scene
217fn setup(
218 mut commands: Commands,
219 mut meshes: ResMut<Assets<Mesh>>,
220 mut materials: ResMut<Assets<ImageMaterial>>,
221 asset_server: Res<AssetServer>,
222) {
223 // cube
224 commands.spawn((
225 Mesh3d(meshes.add(Cuboid::new(2.0, 2.0, 2.0))),
226 ImageMaterial3d(materials.add(ImageMaterial {
227 image: asset_server.load("branding/icon.png"),
228 })),
229 Transform::from_xyz(0.0, 0.5, 0.0),
230 ));
231 // light
232 commands.spawn((
233 PointLight {
234 shadow_maps_enabled: true,
235 ..default()
236 },
237 Transform::from_xyz(4.0, 8.0, 4.0),
238 ));
239 // camera
240 commands.spawn((
241 Camera3d::default(),
242 Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
243 ));
244}
245
246fn extract_image_materials(
247 mut material_instances: ResMut<RenderMaterialInstances>,
248 changed_meshes_query: Extract<
249 Query<
250 (Entity, &ViewVisibility, &ImageMaterial3d),
251 Or<(Changed<ViewVisibility>, Changed<ImageMaterial3d>)>,
252 >,
253 >,
254) {
255 let last_change_tick = material_instances.current_change_tick;
256
257 for (entity, view_visibility, material) in &changed_meshes_query {
258 if view_visibility.get() {
259 material_instances.instances.insert(
260 entity.into(),
261 RenderMaterialInstance {
262 asset_id: material.0.id().untyped(),
263 last_change_tick,
264 },
265 );
266 } else {
267 material_instances
268 .instances
269 .remove(&MainEntity::from(entity));
270 }
271 }
272}More examples
examples/shader_advanced/compute_mesh.rs (line 194)
174fn prepare_chunks(
175 meshes_to_generate: Query<&GenerateMesh>,
176 mut chunks: ResMut<ChunksToProcess>,
177 pipeline_cache: Res<PipelineCache>,
178 pipeline: Res<ComputePipeline>,
179 mut processed: Local<HashSet<AssetId<Mesh>>>,
180) {
181 // If the pipeline isn't ready, then meshes
182 // won't be processed. So we want to wait until
183 // the pipeline is ready before considering any mesh processed.
184 if pipeline_cache
185 .get_compute_pipeline(pipeline.pipeline)
186 .is_some()
187 {
188 // get the AssetId for each Handle<Mesh>
189 // which we'll use later to get the relevant buffers
190 // from the mesh_allocator
191 let chunk_data: Vec<AssetId<Mesh>> = meshes_to_generate
192 .iter()
193 .filter_map(|gmesh| {
194 let id = gmesh.0.id();
195 processed.contains(&id).not().then_some(id)
196 })
197 .collect();
198
199 // Cache any meshes we're going to process this frame
200 for id in &chunk_data {
201 processed.insert(*id);
202 }
203
204 chunks.0 = chunk_data;
205 }
206}examples/3d/tonemapping.rs (line 248)
227fn resize_image(
228 image_mesh: Query<(&MeshMaterial3d<StandardMaterial>, &Mesh3d), With<HDRViewer>>,
229 materials: Res<Assets<StandardMaterial>>,
230 mut meshes: ResMut<Assets<Mesh>>,
231 images: Res<Assets<Image>>,
232 mut image_event_reader: MessageReader<AssetEvent<Image>>,
233) {
234 for event in image_event_reader.read() {
235 let (AssetEvent::Added { id } | AssetEvent::Modified { id }) = event else {
236 continue;
237 };
238
239 for (mat_h, mesh_h) in &image_mesh {
240 let Some(mat) = materials.get(mat_h) else {
241 continue;
242 };
243
244 let Some(ref base_color_texture) = mat.base_color_texture else {
245 continue;
246 };
247
248 if *id != base_color_texture.id() {
249 continue;
250 };
251
252 let Some(image_changed) = images.get(*id) else {
253 continue;
254 };
255
256 let size = image_changed.size_f32().normalize_or_zero() * 1.4;
257 // Resize Mesh
258 let quad = Mesh::from(Rectangle::from_size(size));
259 meshes.insert(mesh_h, quad).unwrap();
260 }
261 }
262}examples/3d/mirror.rs (line 409)
388fn handle_window_resize_messages(
389 windows_query: Query<&Window>,
390 mut mirror_cameras_query: Query<&mut RenderTarget, With<MirrorCamera>>,
391 mut images: ResMut<Assets<Image>>,
392 mut mirror_image: ResMut<MirrorImage>,
393 mut screen_space_texture_materials: ResMut<
394 Assets<ExtendedMaterial<StandardMaterial, ScreenSpaceTextureExtension>>,
395 >,
396 mut resize_messages: MessageReader<WindowResized>,
397) {
398 // We run at most once, regardless of the number of window resize messages
399 // there were this frame.
400 let Some(resize_message) = resize_messages.read().next() else {
401 return;
402 };
403 let Ok(window) = windows_query.get(resize_message.window) else {
404 return;
405 };
406
407 let window_size = uvec2(window.physical_width(), window.physical_height());
408 let image = create_mirror_texture_image(&mut images, window_size);
409 images.remove(mirror_image.0.id());
410
411 mirror_image.0 = image.clone();
412
413 for mut target in mirror_cameras_query.iter_mut() {
414 *target = image.clone().into();
415 }
416
417 for (_, material) in screen_space_texture_materials.iter_mut() {
418 material.base.emissive_texture = Some(image.clone());
419 }
420}examples/2d/mesh2d_manual.rs (line 551)
517pub fn extract_colored_mesh2d(
518 mut commands: Commands,
519 mut previous_len: Local<usize>,
520 // When extracting, you must use `Extract` to mark the `SystemParam`s
521 // which should be taken from the main world.
522 query: Extract<
523 Query<
524 (
525 Entity,
526 RenderEntity,
527 &ViewVisibility,
528 &GlobalTransform,
529 &Mesh2d,
530 ),
531 With<ColoredMesh2d>,
532 >,
533 >,
534 mut render_mesh_instances: ResMut<RenderColoredMesh2dInstances>,
535) {
536 let mut values = Vec::with_capacity(*previous_len);
537 for (entity, render_entity, view_visibility, transform, handle) in &query {
538 if !view_visibility.get() {
539 continue;
540 }
541
542 let transforms = Mesh2dTransforms {
543 world_from_local: transform.affine().into(),
544 flags: MeshFlags::empty().bits(),
545 };
546
547 values.push((render_entity, ColoredMesh2d));
548 render_mesh_instances.insert(
549 entity.into(),
550 RenderMesh2dInstance {
551 mesh_asset_id: handle.0.id(),
552 transforms,
553 // This is unused here.
554 material_bindings_index: MaterialBindingId::default(),
555 automatic_batching: false,
556 tag: 0,
557 },
558 );
559 }
560 *previous_len = values.len();
561 commands.try_insert_batch(values);
562}Additional examples can be found in:
Trait Implementations§
Source§impl Component for ScenePatchInstance
impl Component for ScenePatchInstance
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.
Source§type Mutability = Mutable
type Mutability = Mutable
A marker type to assist Bevy with determining if this component is
mutable, or immutable. Mutable components will have
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Registers required components. Read more
Source§fn clone_behavior() -> ComponentCloneBehavior
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<ScenePatchInstance>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<ScenePatchInstance>>
Returns
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
Maps the entities on this component using the given
EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreSource§const HAS_SUMMARY_TICK: bool = false
const HAS_SUMMARY_TICK: bool = false
Set this constant to true if the component should track a summary
tick. Read more
Source§impl Deref for ScenePatchInstance
impl Deref for ScenePatchInstance
Source§impl DerefMut for ScenePatchInstance
impl DerefMut for ScenePatchInstance
Source§impl FromTemplate for ScenePatchInstance
impl FromTemplate for ScenePatchInstance
Source§type Template = ScenePatchInstanceTemplate
type Template = ScenePatchInstanceTemplate
The
Template for this type.impl Unpin for ScenePatchInstancewhere
[()]: for<'a> SpecializeFromTemplate,
Auto Trait Implementations§
impl Freeze for ScenePatchInstance
impl RefUnwindSafe for ScenePatchInstance
impl Send for ScenePatchInstance
impl Sync for ScenePatchInstance
impl UnsafeUnpin for ScenePatchInstance
impl UnwindSafe for ScenePatchInstance
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