pub struct DeferredGBufferPrepassNode;
Expand description
Render node used by the prepass.
By default, inserted before the main pass in the render graph.
Trait Implementations§
source§impl Default for DeferredGBufferPrepassNode
impl Default for DeferredGBufferPrepassNode
source§fn default() -> DeferredGBufferPrepassNode
fn default() -> DeferredGBufferPrepassNode
Returns the “default value” for a type. Read more
source§impl ViewNode for DeferredGBufferPrepassNode
impl ViewNode for DeferredGBufferPrepassNode
§type ViewQuery = (&'static ExtractedCamera, &'static RenderPhase<Opaque3dDeferred>, &'static RenderPhase<AlphaMask3dDeferred>, &'static ViewDepthTexture, &'static ViewPrepassTextures)
type ViewQuery = (&'static ExtractedCamera, &'static RenderPhase<Opaque3dDeferred>, &'static RenderPhase<AlphaMask3dDeferred>, &'static ViewDepthTexture, &'static ViewPrepassTextures)
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<'w>(
&self,
graph: &mut RenderGraphContext<'_>,
render_context: &mut RenderContext<'w>,
(camera, opaque_deferred_phase, alpha_mask_deferred_phase, view_depth_texture, view_prepass_textures): QueryItem<'w, Self::ViewQuery>,
world: &'w World
) -> Result<(), NodeRunError>
fn run<'w>( &self, graph: &mut RenderGraphContext<'_>, render_context: &mut RenderContext<'w>, (camera, opaque_deferred_phase, alpha_mask_deferred_phase, view_depth_texture, view_prepass_textures): QueryItem<'w, Self::ViewQuery>, world: &'w 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 DeferredGBufferPrepassNode
impl Send for DeferredGBufferPrepassNode
impl Sync for DeferredGBufferPrepassNode
impl Unpin for DeferredGBufferPrepassNode
impl UnwindSafe for DeferredGBufferPrepassNode
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<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
.