pub struct DynamicUniformIndex<C>where
C: Component,{ /* private fields */ }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 215)
135 fn run(
136 &self,
137 _graph: &mut RenderGraphContext,
138 render_context: &mut RenderContext,
139 (view_target, _post_process_settings, settings_index): QueryItem<Self::ViewQuery>,
140 world: &World,
141 ) -> Result<(), NodeRunError> {
142 // Get the pipeline resource that contains the global data we need
143 // to create the render pipeline
144 let post_process_pipeline = world.resource::<PostProcessPipeline>();
145
146 // The pipeline cache is a cache of all previously created pipelines.
147 // It is required to avoid creating a new pipeline each frame,
148 // which is expensive due to shader compilation.
149 let pipeline_cache = world.resource::<PipelineCache>();
150
151 // Get the pipeline from the cache
152 let Some(pipeline) = pipeline_cache.get_render_pipeline(post_process_pipeline.pipeline_id)
153 else {
154 return Ok(());
155 };
156
157 // Get the settings uniform binding
158 let settings_uniforms = world.resource::<ComponentUniforms<PostProcessSettings>>();
159 let Some(settings_binding) = settings_uniforms.uniforms().binding() else {
160 return Ok(());
161 };
162
163 // This will start a new "post process write", obtaining two texture
164 // views from the view target - a `source` and a `destination`.
165 // `source` is the "current" main texture and you _must_ write into
166 // `destination` because calling `post_process_write()` on the
167 // [`ViewTarget`] will internally flip the [`ViewTarget`]'s main
168 // texture to the `destination` texture. Failing to do so will cause
169 // the current main texture information to be lost.
170 let post_process = view_target.post_process_write();
171
172 // The bind_group gets created each frame.
173 //
174 // Normally, you would create a bind_group in the Queue set,
175 // but this doesn't work with the post_process_write().
176 // The reason it doesn't work is because each post_process_write will alternate the source/destination.
177 // The only way to have the correct source/destination for the bind_group
178 // is to make sure you get it during the node execution.
179 let bind_group = render_context.render_device().create_bind_group(
180 "post_process_bind_group",
181 &post_process_pipeline.layout,
182 // It's important for this to match the BindGroupLayout defined in the PostProcessPipeline
183 &BindGroupEntries::sequential((
184 // Make sure to use the source view
185 post_process.source,
186 // Use the sampler created for the pipeline
187 &post_process_pipeline.sampler,
188 // Set the settings binding
189 settings_binding.clone(),
190 )),
191 );
192
193 // Begin the render pass
194 let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
195 label: Some("post_process_pass"),
196 color_attachments: &[Some(RenderPassColorAttachment {
197 // We need to specify the post process destination view here
198 // to make sure we write to the appropriate texture.
199 view: post_process.destination,
200 depth_slice: None,
201 resolve_target: None,
202 ops: Operations::default(),
203 })],
204 depth_stencil_attachment: None,
205 timestamp_writes: None,
206 occlusion_query_set: None,
207 });
208
209 // This is mostly just wgpu boilerplate for drawing a fullscreen triangle,
210 // using the pipeline/bind_group created above
211 render_pass.set_render_pipeline(pipeline);
212 // By passing in the index of the post process settings on this view, we ensure
213 // that in the event that multiple settings were sent to the GPU (as would be the
214 // case with multiple cameras), we use the correct one.
215 render_pass.set_bind_group(0, &bind_group, &[settings_index.index()]);
216 render_pass.draw(0..3, 0..1);
217
218 Ok(())
219 }Trait Implementations§
Source§impl<C> Component for DynamicUniformIndex<C>
impl<C> Component for DynamicUniformIndex<C>
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impl<C> Freeze for DynamicUniformIndex<C>
impl<C> RefUnwindSafe for DynamicUniformIndex<C>where
C: RefUnwindSafe,
impl<C> Send for DynamicUniformIndex<C>
impl<C> Sync for DynamicUniformIndex<C>
impl<C> Unpin for DynamicUniformIndex<C>where
C: Unpin,
impl<C> UnwindSafe for DynamicUniformIndex<C>where
C: UnwindSafe,
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