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/custom_post_processing.rs (line 221)
142 fn run(
143 &self,
144 _graph: &mut RenderGraphContext,
145 render_context: &mut RenderContext,
146 (view_target, _post_process_settings, settings_index): QueryItem<Self::ViewQuery>,
147 world: &World,
148 ) -> Result<(), NodeRunError> {
149 // Get the pipeline resource that contains the global data we need
150 // to create the render pipeline
151 let post_process_pipeline = world.resource::<PostProcessPipeline>();
152
153 // The pipeline cache is a cache of all previously created pipelines.
154 // It is required to avoid creating a new pipeline each frame,
155 // which is expensive due to shader compilation.
156 let pipeline_cache = world.resource::<PipelineCache>();
157
158 // Get the pipeline from the cache
159 let Some(pipeline) = pipeline_cache.get_render_pipeline(post_process_pipeline.pipeline_id)
160 else {
161 return Ok(());
162 };
163
164 // Get the settings uniform binding
165 let settings_uniforms = world.resource::<ComponentUniforms<PostProcessSettings>>();
166 let Some(settings_binding) = settings_uniforms.uniforms().binding() else {
167 return Ok(());
168 };
169
170 // This will start a new "post process write", obtaining two texture
171 // views from the view target - a `source` and a `destination`.
172 // `source` is the "current" main texture and you _must_ write into
173 // `destination` because calling `post_process_write()` on the
174 // [`ViewTarget`] will internally flip the [`ViewTarget`]'s main
175 // texture to the `destination` texture. Failing to do so will cause
176 // the current main texture information to be lost.
177 let post_process = view_target.post_process_write();
178
179 // The bind_group gets created each frame.
180 //
181 // Normally, you would create a bind_group in the Queue set,
182 // but this doesn't work with the post_process_write().
183 // The reason it doesn't work is because each post_process_write will alternate the source/destination.
184 // The only way to have the correct source/destination for the bind_group
185 // is to make sure you get it during the node execution.
186 let bind_group = render_context.render_device().create_bind_group(
187 "post_process_bind_group",
188 &post_process_pipeline.layout,
189 // It's important for this to match the BindGroupLayout defined in the PostProcessPipeline
190 &BindGroupEntries::sequential((
191 // Make sure to use the source view
192 post_process.source,
193 // Use the sampler created for the pipeline
194 &post_process_pipeline.sampler,
195 // Set the settings binding
196 settings_binding.clone(),
197 )),
198 );
199
200 // Begin the render pass
201 let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
202 label: Some("post_process_pass"),
203 color_attachments: &[Some(RenderPassColorAttachment {
204 // We need to specify the post process destination view here
205 // to make sure we write to the appropriate texture.
206 view: post_process.destination,
207 resolve_target: None,
208 ops: Operations::default(),
209 })],
210 depth_stencil_attachment: None,
211 timestamp_writes: None,
212 occlusion_query_set: None,
213 });
214
215 // This is mostly just wgpu boilerplate for drawing a fullscreen triangle,
216 // using the pipeline/bind_group created above
217 render_pass.set_render_pipeline(pipeline);
218 // By passing in the index of the post process settings on this view, we ensure
219 // that in the event that multiple settings were sent to the GPU (as would be the
220 // case with multiple cameras), we use the correct one.
221 render_pass.set_bind_group(0, &bind_group, &[settings_index.index()]);
222 render_pass.draw(0..3, 0..1);
223
224 Ok(())
225 }
Trait Implementations§
Source§impl<C> Component for DynamicUniformIndex<C>
impl<C> Component for DynamicUniformIndex<C>
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
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recursion_check_stack: &mut Vec<ComponentId>,
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fn register_required_components( requiree: ComponentId, components: &mut ComponentsRegistrator<'_>, required_components: &mut RequiredComponents, inheritance_depth: u16, recursion_check_stack: &mut Vec<ComponentId>, )
Registers required components.
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Read moreAuto Trait Implementations§
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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Source§impl<T, U> AsBindGroupShaderType<U> for T
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