pub struct ViewTarget { /* private fields */ }Implementations§
Source§impl ViewTarget
impl ViewTarget
pub const TEXTURE_FORMAT_HDR: TextureFormat = TextureFormat::Rgba16Float
Sourcepub fn get_color_attachment(&self) -> RenderPassColorAttachment<'_>
pub fn get_color_attachment(&self) -> RenderPassColorAttachment<'_>
Retrieve this target’s main texture’s color attachment.
Examples found in repository?
584 fn run<'w>(
585 &self,
586 graph: &mut RenderGraphContext,
587 render_context: &mut RenderContext<'w>,
588 (camera, view, target, resolution_override): QueryItem<'w, '_, Self::ViewQuery>,
589 world: &'w World,
590 ) -> Result<(), NodeRunError> {
591 // First, we need to get our phases resource
592 let Some(stencil_phases) = world.get_resource::<ViewSortedRenderPhases<Stencil3d>>() else {
593 return Ok(());
594 };
595
596 // Get the view entity from the graph
597 let view_entity = graph.view_entity();
598
599 // Get the phase for the current view running our node
600 let Some(stencil_phase) = stencil_phases.get(&view.retained_view_entity) else {
601 return Ok(());
602 };
603
604 // Render pass setup
605 let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
606 label: Some("stencil pass"),
607 // For the purpose of the example, we will write directly to the view target. A real
608 // stencil pass would write to a custom texture and that texture would be used in later
609 // passes to render custom effects using it.
610 color_attachments: &[Some(target.get_color_attachment())],
611 // We don't bind any depth buffer for this pass
612 depth_stencil_attachment: None,
613 timestamp_writes: None,
614 occlusion_query_set: None,
615 });
616
617 if let Some(viewport) =
618 Viewport::from_viewport_and_override(camera.viewport.as_ref(), resolution_override)
619 {
620 render_pass.set_camera_viewport(&viewport);
621 }
622
623 // Render the phase
624 // This will execute each draw functions of each phase items queued in this phase
625 if let Err(err) = stencil_phase.render(&mut render_pass, world, view_entity) {
626 error!("Error encountered while rendering the stencil phase {err:?}");
627 }
628
629 Ok(())
630 }Sourcepub fn get_unsampled_color_attachment(&self) -> RenderPassColorAttachment<'_>
pub fn get_unsampled_color_attachment(&self) -> RenderPassColorAttachment<'_>
Retrieve this target’s “unsampled” main texture’s color attachment.
Sourcepub fn main_texture(&self) -> &Texture
pub fn main_texture(&self) -> &Texture
The “main” unsampled texture.
Sourcepub fn main_texture_other(&self) -> &Texture
pub fn main_texture_other(&self) -> &Texture
The other “main” unsampled texture.
In most cases you should use Self::main_texture instead and never this.
The textures will naturally be swapped when Self::post_process_write is called.
A use case for this is to be able to prepare a bind group for all main textures ahead of time.
Sourcepub fn main_texture_view(&self) -> &TextureView
pub fn main_texture_view(&self) -> &TextureView
The “main” unsampled texture.
Sourcepub fn main_texture_other_view(&self) -> &TextureView
pub fn main_texture_other_view(&self) -> &TextureView
The other “main” unsampled texture view.
In most cases you should use Self::main_texture_view instead and never this.
The textures will naturally be swapped when Self::post_process_write is called.
A use case for this is to be able to prepare a bind group for all main textures ahead of time.
Sourcepub fn sampled_main_texture(&self) -> Option<&Texture>
pub fn sampled_main_texture(&self) -> Option<&Texture>
The “main” sampled texture.
Sourcepub fn sampled_main_texture_view(&self) -> Option<&TextureView>
pub fn sampled_main_texture_view(&self) -> Option<&TextureView>
The “main” sampled texture view.
pub fn main_texture_format(&self) -> TextureFormat
Sourcepub fn is_hdr(&self) -> bool
pub fn is_hdr(&self) -> bool
Returns true if and only if the main texture is Self::TEXTURE_FORMAT_HDR
Sourcepub fn out_texture(&self) -> &TextureView
pub fn out_texture(&self) -> &TextureView
The final texture this view will render to.
pub fn out_texture_color_attachment( &self, clear_color: Option<LinearRgba>, ) -> RenderPassColorAttachment<'_>
Sourcepub fn out_texture_format(&self) -> TextureFormat
pub fn out_texture_format(&self) -> TextureFormat
The format of the final texture this view will render to
Sourcepub fn post_process_write(&self) -> PostProcessWrite<'_>
pub fn post_process_write(&self) -> PostProcessWrite<'_>
This will start a new “post process write”, which assumes that the caller
will write the PostProcessWrite’s source to the destination.
source is the “current” main texture. This will internally flip this
ViewTarget’s main texture to the destination texture, so the caller
must ensure source is copied to destination, with or without modifications.
Failing to do so will cause the current main texture information to be lost.
Examples found in repository?
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 Component for ViewTarget
impl Component for ViewTarget
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impl Freeze for ViewTarget
impl !RefUnwindSafe for ViewTarget
impl Send for ViewTarget
impl Sync for ViewTarget
impl Unpin for ViewTarget
impl !UnwindSafe for ViewTarget
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