Struct BaseRenderGraphIntermediateState

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pub struct BaseRenderGraphIntermediateState {
    pub per_transparency: ArrayVec<PerTransparencyInfo, 3>,
    pub shadow_uniform_bg: DataHandle<BindGroup>,
    pub forward_uniform_bg: DataHandle<BindGroup>,
    pub color: RenderTargetHandle,
    pub resolve: Option<RenderTargetHandle>,
    pub depth: RenderTargetHandle,
    pub pre_skinning_buffers: DataHandle<PreSkinningBuffers>,
    pub skinned_data: DataHandle<SkinningOutput>,
}
Expand description

Struct that globs all the information the BaseRenderGraph needs.

This is intentionally public so all this can be changed by the user if they so desire.

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§per_transparency: ArrayVec<PerTransparencyInfo, 3>§shadow_uniform_bg: DataHandle<BindGroup>§forward_uniform_bg: DataHandle<BindGroup>§color: RenderTargetHandle§resolve: Option<RenderTargetHandle>§depth: RenderTargetHandle§pre_skinning_buffers: DataHandle<PreSkinningBuffers>§skinned_data: DataHandle<SkinningOutput>

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impl BaseRenderGraphIntermediateState

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pub fn new( graph: &mut RenderGraph<'_>, ready: &ReadyData, resolution: UVec2, samples: SampleCount, ) -> Self

Create the default setting for all state.

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pub fn pbr_pre_culling(&self, graph: &mut RenderGraph<'_>)

Upload culling input data to the GPU.

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pub fn pre_skinning(&self, graph: &mut RenderGraph<'_>)

Upload skinning input data to the GPU.

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pub fn create_frame_uniforms<'node>( &self, graph: &mut RenderGraph<'node>, base: &'node BaseRenderGraph, ambient: Vec4, )

Create all the uniforms all the shaders in this graph need.

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pub fn pbr_shadow_culling<'node>( &self, graph: &mut RenderGraph<'node>, base: &'node BaseRenderGraph, pbr: &'node PbrRoutine, )

Does all shadow culling for the PBR materials.

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pub fn skinning<'node>( &self, graph: &mut RenderGraph<'node>, base: &'node BaseRenderGraph, )

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pub fn pbr_culling<'node>( &self, graph: &mut RenderGraph<'node>, base: &'node BaseRenderGraph, pbr: &'node PbrRoutine, )

Does all culling for the forward PBR materials.

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pub fn pbr_shadow_rendering<'node>( &self, graph: &mut RenderGraph<'node>, pbr: &'node PbrRoutine, )

Render all shadows for the PBR materials.

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pub fn pbr_prepass_rendering<'node>( &self, graph: &mut RenderGraph<'node>, pbr: &'node PbrRoutine, samples: SampleCount, )

Render the depth prepass for all PBR materials,

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pub fn skybox<'node>( &self, graph: &mut RenderGraph<'node>, skybox: Option<&'node SkyboxRoutine>, samples: SampleCount, )

Render the skybox.

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pub fn pbr_forward_rendering<'node>( &self, graph: &mut RenderGraph<'node>, pbr: &'node PbrRoutine, samples: SampleCount, )

Render the PBR materials.

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pub fn tonemapping<'node>( &self, graph: &mut RenderGraph<'node>, tonemapping: &'node TonemappingRoutine, target: RenderTargetHandle, )

Tonemap onto the given render target.

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