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 162)
75fn post_process_system(
76 view: ViewQuery<(
77 &ViewTarget,
78 &PostProcessSettings,
79 &DynamicUniformIndex<PostProcessSettings>,
80 )>,
81 post_process_pipeline: Option<Res<PostProcessPipeline>>,
82 pipeline_cache: Res<PipelineCache>,
83 settings_uniforms: Res<ComponentUniforms<PostProcessSettings>>,
84 mut cache: Local<PostProcessBindGroupCache>,
85 mut ctx: RenderContext,
86) {
87 let Some(post_process_pipeline) = post_process_pipeline else {
88 return;
89 };
90
91 let (view_target, _post_process_settings, settings_index) = view.into_inner();
92
93 let Some(pipeline) = pipeline_cache.get_render_pipeline(post_process_pipeline.pipeline_id)
94 else {
95 return;
96 };
97
98 let Some(settings_binding) = settings_uniforms.uniforms().binding() else {
99 return;
100 };
101
102 // This will start a new "post process write", obtaining two texture
103 // views from the view target - a `source` and a `destination`.
104 // `source` is the "current" main texture and you _must_ write into
105 // `destination` because calling `post_process_write()` on the
106 // [`ViewTarget`] will internally flip the [`ViewTarget`]'s main
107 // texture to the `destination` texture. Failing to do so will cause
108 // the current main texture information to be lost.
109 let post_process = view_target.post_process_write();
110
111 let bind_group = match &mut cache.cached {
112 Some((texture_id, bind_group)) if post_process.source.id() == *texture_id => bind_group,
113 cached => {
114 // The bind_group gets created each frame.
115 //
116 // Normally, you would create a bind_group in the Queue set,
117 // but this doesn't work with the post_process_write().
118 // The reason it doesn't work is because each post_process_write will alternate the source/destination.
119 // The only way to have the correct source/destination for the bind_group
120 // is to make sure you get it during the node execution.
121 let bind_group = ctx.render_device().create_bind_group(
122 "post_process_bind_group",
123 &pipeline_cache.get_bind_group_layout(&post_process_pipeline.layout),
124 // It's important for this to match the BindGroupLayout defined in the PostProcessPipeline
125 &BindGroupEntries::sequential((
126 // Make sure to use the source view
127 post_process.source,
128 // Use the sampler created for the pipeline
129 &post_process_pipeline.sampler,
130 // Set the settings binding
131 settings_binding.clone(),
132 )),
133 );
134
135 let (_, bind_group) = cached.insert((post_process.source.id(), bind_group));
136 bind_group
137 }
138 };
139
140 let mut render_pass = ctx
141 .command_encoder()
142 .begin_render_pass(&RenderPassDescriptor {
143 label: Some("post_process_pass"),
144 color_attachments: &[Some(RenderPassColorAttachment {
145 // We need to specify the post process destination view here
146 // to make sure we write to the appropriate texture.
147 view: post_process.destination,
148 depth_slice: None,
149 resolve_target: None,
150 ops: Operations::default(),
151 })],
152 depth_stencil_attachment: None,
153 timestamp_writes: None,
154 occlusion_query_set: None,
155 multiview_mask: None,
156 });
157
158 render_pass.set_pipeline(pipeline);
159 // By passing in the index of the post process settings on this view, we ensure
160 // that in the event that multiple settings were sent to the GPU (as would be the
161 // case with multiple cameras), we use the correct one.
162 render_pass.set_bind_group(0, bind_group, &[settings_index.index()]);
163 render_pass.draw(0..3, 0..1);
164}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
A constant indicating the storage type used for this component.
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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
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<DynamicUniformIndex<C>>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<DynamicUniformIndex<C>>>
Returns
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When deriving Component, this is populated by annotating fields containing entities with #[entities] 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> UnsafeUnpin for DynamicUniformIndex<C>
impl<C> UnwindSafe for DynamicUniformIndex<C>where
C: UnwindSafe,
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