Struct bevy_pbr::MeshPipeline
source · pub struct MeshPipeline {
pub view_layout: BindGroupLayout,
pub view_layout_multisampled: BindGroupLayout,
pub mesh_layout: BindGroupLayout,
pub skinned_mesh_layout: BindGroupLayout,
pub dummy_white_gpu_image: GpuImage,
pub clustered_forward_buffer_binding_type: BufferBindingType,
}
Fields§
§view_layout: BindGroupLayout
§view_layout_multisampled: BindGroupLayout
§mesh_layout: BindGroupLayout
§skinned_mesh_layout: BindGroupLayout
§dummy_white_gpu_image: GpuImage
§clustered_forward_buffer_binding_type: BufferBindingType
Implementations§
source§impl MeshPipeline
impl MeshPipeline
pub fn get_image_texture<'a>( &'a self, gpu_images: &'a RenderAssets<Image>, handle_option: &Option<Handle<Image>> ) -> Option<(&'a TextureView, &'a Sampler)>
Trait Implementations§
source§impl Clone for MeshPipeline
impl Clone for MeshPipeline
source§fn clone(&self) -> MeshPipeline
fn clone(&self) -> MeshPipeline
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moresource§impl FromWorld for MeshPipeline
impl FromWorld for MeshPipeline
source§fn from_world(world: &mut World) -> Self
fn from_world(world: &mut World) -> Self
Creates
Self
using data from the given Worldsource§impl SpecializedMeshPipeline for MeshPipeline
impl SpecializedMeshPipeline for MeshPipeline
type Key = MeshPipelineKey
fn specialize( &self, key: Self::Key, layout: &MeshVertexBufferLayout ) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError>
impl Resource for MeshPipelinewhere Self: Send + Sync + 'static,
Auto Trait Implementations§
impl RefUnwindSafe for MeshPipeline
impl Send for MeshPipeline
impl Sync for MeshPipeline
impl Unpin for MeshPipeline
impl UnwindSafe for MeshPipeline
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.