Struct bevy::core_pipeline::prepass::AlphaMask3dPrepass
pub struct AlphaMask3dPrepass {
pub distance: f32,
pub entity: Entity,
pub pipeline_id: CachedRenderPipelineId,
pub draw_function: DrawFunctionId,
}
Expand description
Alpha mask phase of the 3D prepass.
Sorted front-to-back by the z-distance in front of the camera.
Used to render all meshes with a material with an alpha mask.
Fields§
§distance: f32
§entity: Entity
§pipeline_id: CachedRenderPipelineId
§draw_function: DrawFunctionId
Trait Implementations§
§impl CachedRenderPipelinePhaseItem for AlphaMask3dPrepass
impl CachedRenderPipelinePhaseItem for AlphaMask3dPrepass
§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.§impl PhaseItem for AlphaMask3dPrepass
impl PhaseItem for AlphaMask3dPrepass
§type SortKey = Reverse<FloatOrd>
type SortKey = Reverse<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.§fn sort_key(&self) -> <AlphaMask3dPrepass as PhaseItem>::SortKey
fn sort_key(&self) -> <AlphaMask3dPrepass as PhaseItem>::SortKey
Determines the order in which the items are drawn.
§fn draw_function(&self) -> DrawFunctionId
fn draw_function(&self) -> DrawFunctionId
Specifies the
Draw
function used to render the item.§fn sort(items: &mut [AlphaMask3dPrepass])
fn sort(items: &mut [AlphaMask3dPrepass])
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 AlphaMask3dPrepass
impl Send for AlphaMask3dPrepass
impl Sync for AlphaMask3dPrepass
impl Unpin for AlphaMask3dPrepass
impl UnwindSafe for AlphaMask3dPrepass
Blanket Implementations§
§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>,
§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.