Struct bevy_core_pipeline::core_2d::Transparent2d
source · pub struct Transparent2d {
pub sort_key: FloatOrd,
pub entity: Entity,
pub pipeline: CachedRenderPipelineId,
pub draw_function: DrawFunctionId,
pub batch_range: Option<Range<u32>>,
}
Fields§
§sort_key: FloatOrd
§entity: Entity
§pipeline: CachedRenderPipelineId
§draw_function: DrawFunctionId
§batch_range: Option<Range<u32>>
Range in the vertex buffer of this item
Trait Implementations§
source§impl BatchedPhaseItem for Transparent2d
impl BatchedPhaseItem for Transparent2d
source§fn batch_range_mut(&mut self) -> &mut Option<Range<u32>>
fn batch_range_mut(&mut self) -> &mut Option<Range<u32>>
Range in the vertex buffer of this item.
source§fn add_to_batch(&mut self, other: &Self) -> BatchResult
fn add_to_batch(&mut self, other: &Self) -> BatchResult
Batches another item within this item if they are compatible.
Items can be batched together if they have the same entity, and consecutive ranges.
If batching is successful, the
other
item should be discarded from the render pass.source§impl CachedRenderPipelinePhaseItem for Transparent2d
impl CachedRenderPipelinePhaseItem for Transparent2d
source§fn cached_pipeline(&self) -> CachedRenderPipelineId
fn cached_pipeline(&self) -> CachedRenderPipelineId
The id of the render pipeline, cached in the
PipelineCache
, that will be used to draw
this phase item.source§impl PhaseItem for Transparent2d
impl PhaseItem for Transparent2d
§type SortKey = FloatOrd
type SortKey = FloatOrd
The type used for ordering the items. The smallest values are drawn first.
This order can be calculated using the
ViewRangefinder3d
,
based on the view-space Z
value of the corresponding view matrix.source§fn draw_function(&self) -> DrawFunctionId
fn draw_function(&self) -> DrawFunctionId
Specifies the
Draw
function used to render the item.source§fn sort(items: &mut [Self])
fn sort(items: &mut [Self])
Sorts a slice of phase items into render order. Generally if the same type
implements
BatchedPhaseItem
, this should use a stable sort like slice::sort_by_key
.
In almost all other cases, this should not be altered from the default,
which uses a unstable sort, as this provides the best balance of CPU and GPU
performance. Read moreAuto Trait Implementations§
impl RefUnwindSafe for Transparent2d
impl Send for Transparent2d
impl Sync for Transparent2d
impl Unpin for Transparent2d
impl UnwindSafe for Transparent2d
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere U: ShaderType, &'a T: for<'a> Into<U>,
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T
[ShaderType
] for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.