DynamicUniformIndex

Struct DynamicUniformIndex 

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pub struct DynamicUniformIndex<C>
where C: Component,
{ /* private fields */ }
Expand description

Stores the index of a uniform inside of ComponentUniforms.

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impl<C> DynamicUniformIndex<C>
where C: Component,

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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§

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impl<C> Component for DynamicUniformIndex<C>
where C: Component, DynamicUniformIndex<C>: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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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 more
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fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )

Registers required components. Read more
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fn clone_behavior() -> ComponentCloneBehavior

Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
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fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_add ComponentHook for this Component if one is defined.
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_insert ComponentHook for this Component if one is defined.
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fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_replace ComponentHook for this Component if one is defined.
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fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_remove ComponentHook for this Component if one is defined.
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_despawn ComponentHook for this Component if one is defined.
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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 more

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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