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ViewTarget

Struct ViewTarget 

Source
pub struct ViewTarget {
    pub compositing_space: Option<CompositingSpace>,
    /* private fields */
}

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§compositing_space: Option<CompositingSpace>

Color space of values stored in the main texture (for blit conversion to output)

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impl ViewTarget

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pub const TEXTURE_FORMAT_HDR: TextureFormat = TextureFormat::Rgba16Float

👎Deprecated:

Use ExtractedView::target_format where possible. Bevy does not encourage a default HDR TextureFormat anymore. If you really need this, use TextureFormat::Rgba16Float

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pub fn get_color_attachment(&self) -> RenderPassColorAttachment<'_>

Retrieve this target’s main texture’s color attachment.

Examples found in repository?
examples/shader_advanced/custom_render_phase.rs (line 672)
649fn custom_draw_system(
650    world: &World,
651    view: ViewQuery<(
652        &ExtractedCamera,
653        &ExtractedView,
654        &ViewTarget,
655        Option<&MainPassResolutionOverride>,
656    )>,
657    stencil_phases: Res<ViewSortedRenderPhases<Stencil3d>>,
658    mut ctx: RenderContext,
659) {
660    let view_entity = view.entity();
661    let (camera, extracted_view, target, resolution_override) = view.into_inner();
662
663    let Some(stencil_phase) = stencil_phases.get(&extracted_view.retained_view_entity) else {
664        return;
665    };
666
667    let mut render_pass = ctx.begin_tracked_render_pass(RenderPassDescriptor {
668        label: Some("stencil pass"),
669        // For the purpose of the example, we will write directly to the view target. A real
670        // stencil pass would write to a custom texture and that texture would be used in later
671        // passes to render custom effects using it.
672        color_attachments: &[Some(target.get_color_attachment())],
673        // We don't bind any depth buffer for this pass
674        depth_stencil_attachment: None,
675        timestamp_writes: None,
676        occlusion_query_set: None,
677        multiview_mask: None,
678    });
679
680    if let Some(viewport) =
681        Viewport::from_viewport_and_override(camera.viewport.as_ref(), resolution_override)
682    {
683        render_pass.set_camera_viewport(&viewport);
684    }
685
686    if let Err(err) = stencil_phase.render(&mut render_pass, world, view_entity) {
687        error!("Error encountered while rendering the stencil phase {err:?}");
688    }
689}
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pub fn get_unsampled_color_attachment(&self) -> RenderPassColorAttachment<'_>

Retrieve this target’s “unsampled” main texture’s color attachment.

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pub fn main_texture(&self) -> &Texture

The “main” unsampled texture.

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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.

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pub fn main_texture_view(&self) -> &TextureView

The “main” unsampled texture.

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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.

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pub fn sampled_main_texture(&self) -> Option<&Texture>

The “main” sampled texture.

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pub fn sampled_main_texture_view(&self) -> Option<&TextureView>

The “main” sampled texture view.

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pub fn main_texture_format(&self) -> TextureFormat

Currently bevy’s main texture format can be:

  • If rendering to screen: For HDR, it’s Rgba16Float. For LDR, it’s Rgba8Unorm when CompositingSpace::Srgb, otherwise Rgba8UnormSrgb.
  • If rendering to texture: the format is the same as texture view’s format.
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pub fn out_texture(&self) -> Option<&TextureView>

The final texture this view will render to.

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pub fn out_texture_color_attachment( &self, clear_color: Option<LinearRgba>, ) -> Option<RenderPassColorAttachment<'_>>

The final texture this view will render to, as a color attachment.

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pub fn needs_present(&self) -> bool

Whether the final texture this view will render to needs to be presented.

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pub fn out_texture_view_format(&self) -> Option<TextureFormat>

The format of the final texture this view will render to, if any.

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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?
examples/shader_advanced/custom_post_processing.rs (line 109)
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§

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impl Clone for ViewTarget

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fn clone(&self) -> ViewTarget

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for ViewTarget
where ViewTarget: 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 relationship_accessor() -> Option<ComponentRelationshipAccessor<ViewTarget>>

Returns ComponentRelationshipAccessor required for working with relationships in dynamic contexts. 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_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_discard 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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fn get_component_ids( components: &Components, ) -> impl Iterator<Item = Option<ComponentId>>

Return a iterator over this Bundle’s component ids. This will be None if the component has not been registered.
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where Self: AsMut<R>, R: ?Sized,

Calls .tap_ref_mut() only in debug builds, and is erased in release builds.
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fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Calls .tap_deref() only in debug builds, and is erased in release builds.
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fn tap_deref_mut_dbg<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Calls .tap_deref_mut() only in debug builds, and is erased in release builds.
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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T> TryConv for T

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fn try_conv<T>(self) -> Result<T, Self::Error>
where Self: TryInto<T>,

Attempts to convert self into T using TryInto<T>. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> TypeData for T
where T: 'static + Send + Sync + Clone,

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fn clone_type_data(&self) -> Box<dyn TypeData>

Creates a type-erased clone of this value.
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impl<V, T> VZip<V> for T
where V: MultiLane<T>,

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fn vzip(self) -> V

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impl<T> WasmNotSend for T
where T: Send,

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impl<T> WasmNotSendSync for T

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impl<T> WasmNotSync for T
where T: Sync,

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more