Struct bevy::core_pipeline::core_3d::MainTransparentPass3dNode
source · pub struct MainTransparentPass3dNode;
Expand description
A bevy_render::render_graph::Node
that runs the Transparent3d
RenderPhase
.
Trait Implementations§
source§impl Default for MainTransparentPass3dNode
impl Default for MainTransparentPass3dNode
source§fn default() -> MainTransparentPass3dNode
fn default() -> MainTransparentPass3dNode
Returns the “default value” for a type. Read more
source§impl ViewNode for MainTransparentPass3dNode
impl ViewNode for MainTransparentPass3dNode
§type ViewQuery = (&'static ExtractedCamera, &'static RenderPhase<Transparent3d>, &'static ViewTarget, &'static ViewDepthTexture)
type ViewQuery = (&'static ExtractedCamera, &'static RenderPhase<Transparent3d>, &'static ViewTarget, &'static ViewDepthTexture)
The query that will be used on the view entity.
It is guaranteed to run on the view entity, so there’s no need for a filter
source§fn run(
&self,
graph: &mut RenderGraphContext<'_>,
render_context: &mut RenderContext<'_>,
_: <<MainTransparentPass3dNode as ViewNode>::ViewQuery as WorldQuery>::Item<'_>,
world: &World
) -> Result<(), NodeRunError>
fn run( &self, graph: &mut RenderGraphContext<'_>, render_context: &mut RenderContext<'_>, _: <<MainTransparentPass3dNode as ViewNode>::ViewQuery as WorldQuery>::Item<'_>, world: &World ) -> Result<(), NodeRunError>
Runs the graph node logic, issues draw calls, updates the output slots and
optionally queues up subgraphs for execution. The graph data, input and output values are
passed via the
RenderGraphContext
.Auto Trait Implementations§
impl RefUnwindSafe for MainTransparentPass3dNode
impl Send for MainTransparentPass3dNode
impl Sync for MainTransparentPass3dNode
impl Unpin for MainTransparentPass3dNode
impl UnwindSafe for MainTransparentPass3dNode
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.source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given World
.