Struct bevy::render::render_phase::DrawFunctionsInternal
source · pub struct DrawFunctionsInternal<P>where
P: PhaseItem,{
pub draw_functions: Vec<Box<dyn Draw<P>>>,
pub indices: HashMap<TypeId, DrawFunctionId, NoOpTypeIdHash>,
}
Expand description
Fields§
§draw_functions: Vec<Box<dyn Draw<P>>>
§indices: HashMap<TypeId, DrawFunctionId, NoOpTypeIdHash>
Implementations§
source§impl<P> DrawFunctionsInternal<P>where
P: PhaseItem,
impl<P> DrawFunctionsInternal<P>where
P: PhaseItem,
sourcepub fn prepare(&mut self, world: &World)
pub fn prepare(&mut self, world: &World)
Prepares all draw function. This is called once and only once before the phase begins.
sourcepub fn add<T>(&mut self, draw_function: T) -> DrawFunctionIdwhere
T: Draw<P>,
pub fn add<T>(&mut self, draw_function: T) -> DrawFunctionIdwhere
T: Draw<P>,
Adds the Draw
function and maps it to its own type.
sourcepub fn add_with<T, D>(&mut self, draw_function: D) -> DrawFunctionIdwhere
T: 'static,
D: Draw<P>,
pub fn add_with<T, D>(&mut self, draw_function: D) -> DrawFunctionIdwhere
T: 'static,
D: Draw<P>,
Adds the Draw
function and maps it to the type T
sourcepub fn get_mut(
&mut self,
id: DrawFunctionId
) -> Option<&mut (dyn Draw<P> + 'static)>
pub fn get_mut( &mut self, id: DrawFunctionId ) -> Option<&mut (dyn Draw<P> + 'static)>
Retrieves the Draw
function corresponding to the id
mutably.
sourcepub fn get_id<T>(&self) -> Option<DrawFunctionId>where
T: 'static,
pub fn get_id<T>(&self) -> Option<DrawFunctionId>where
T: 'static,
Retrieves the id of the Draw
function corresponding to their associated type T
.
sourcepub fn id<T>(&self) -> DrawFunctionIdwhere
T: 'static,
pub fn id<T>(&self) -> DrawFunctionIdwhere
T: 'static,
Retrieves the id of the Draw
function corresponding to their associated type T
.
Fallible wrapper for Self::get_id()
§Panics
If the id doesn’t exist, this function will panic.
Examples found in repository?
examples/shader/shader_instancing.rs (line 122)
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fn queue_custom(
transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
custom_pipeline: Res<CustomPipeline>,
msaa: Res<Msaa>,
mut pipelines: ResMut<SpecializedMeshPipelines<CustomPipeline>>,
pipeline_cache: Res<PipelineCache>,
meshes: Res<RenderAssets<Mesh>>,
render_mesh_instances: Res<RenderMeshInstances>,
material_meshes: Query<Entity, With<InstanceMaterialData>>,
mut views: Query<(&ExtractedView, &mut RenderPhase<Transparent3d>)>,
) {
let draw_custom = transparent_3d_draw_functions.read().id::<DrawCustom>();
let msaa_key = MeshPipelineKey::from_msaa_samples(msaa.samples());
for (view, mut transparent_phase) in &mut views {
let view_key = msaa_key | MeshPipelineKey::from_hdr(view.hdr);
let rangefinder = view.rangefinder3d();
for entity in &material_meshes {
let Some(mesh_instance) = render_mesh_instances.get(&entity) else {
continue;
};
let Some(mesh) = meshes.get(mesh_instance.mesh_asset_id) else {
continue;
};
let key = view_key | MeshPipelineKey::from_primitive_topology(mesh.primitive_topology);
let pipeline = pipelines
.specialize(&pipeline_cache, &custom_pipeline, key, &mesh.layout)
.unwrap();
transparent_phase.add(Transparent3d {
entity,
pipeline,
draw_function: draw_custom,
distance: rangefinder
.distance_translation(&mesh_instance.transforms.transform.translation),
batch_range: 0..1,
dynamic_offset: None,
});
}
}
}
More examples
examples/2d/mesh2d_manual.rs (line 372)
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pub fn queue_colored_mesh2d(
transparent_draw_functions: Res<DrawFunctions<Transparent2d>>,
colored_mesh2d_pipeline: Res<ColoredMesh2dPipeline>,
mut pipelines: ResMut<SpecializedRenderPipelines<ColoredMesh2dPipeline>>,
pipeline_cache: Res<PipelineCache>,
msaa: Res<Msaa>,
render_meshes: Res<RenderAssets<Mesh>>,
render_mesh_instances: Res<RenderMesh2dInstances>,
mut views: Query<(
&VisibleEntities,
&mut RenderPhase<Transparent2d>,
&ExtractedView,
)>,
) {
if render_mesh_instances.is_empty() {
return;
}
// Iterate each view (a camera is a view)
for (visible_entities, mut transparent_phase, view) in &mut views {
let draw_colored_mesh2d = transparent_draw_functions.read().id::<DrawColoredMesh2d>();
let mesh_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples())
| Mesh2dPipelineKey::from_hdr(view.hdr);
// Queue all entities visible to that view
for visible_entity in &visible_entities.entities {
if let Some(mesh_instance) = render_mesh_instances.get(visible_entity) {
let mesh2d_handle = mesh_instance.mesh_asset_id;
let mesh2d_transforms = &mesh_instance.transforms;
// Get our specialized pipeline
let mut mesh2d_key = mesh_key;
if let Some(mesh) = render_meshes.get(mesh2d_handle) {
mesh2d_key |=
Mesh2dPipelineKey::from_primitive_topology(mesh.primitive_topology);
}
let pipeline_id =
pipelines.specialize(&pipeline_cache, &colored_mesh2d_pipeline, mesh2d_key);
let mesh_z = mesh2d_transforms.transform.translation.z;
transparent_phase.add(Transparent2d {
entity: *visible_entity,
draw_function: draw_colored_mesh2d,
pipeline: pipeline_id,
// The 2d render items are sorted according to their z value before rendering,
// in order to get correct transparency
sort_key: FloatOrd(mesh_z),
// This material is not batched
batch_range: 0..1,
dynamic_offset: None,
});
}
}
}
}
Auto Trait Implementations§
impl<P> Freeze for DrawFunctionsInternal<P>
impl<P> !RefUnwindSafe for DrawFunctionsInternal<P>
impl<P> Send for DrawFunctionsInternal<P>
impl<P> Sync for DrawFunctionsInternal<P>
impl<P> Unpin for DrawFunctionsInternal<P>
impl<P> !UnwindSafe for DrawFunctionsInternal<P>
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
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.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.source§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.source§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.