Struct bevy_core_pipeline::prepass::ViewPrepassTextures
source · pub struct ViewPrepassTextures {
pub depth: Option<ColorAttachment>,
pub normal: Option<ColorAttachment>,
pub motion_vectors: Option<ColorAttachment>,
pub deferred: Option<ColorAttachment>,
pub deferred_lighting_pass_id: Option<ColorAttachment>,
pub size: Extent3d,
}
Expand description
Textures that are written to by the prepass.
This component will only be present if any of the relevant prepass components are also present.
Fields§
§depth: Option<ColorAttachment>
The depth texture generated by the prepass.
Exists only if DepthPrepass
is added to the ViewTarget
normal: Option<ColorAttachment>
The normals texture generated by the prepass.
Exists only if NormalPrepass
is added to the ViewTarget
motion_vectors: Option<ColorAttachment>
The motion vectors texture generated by the prepass.
Exists only if MotionVectorPrepass
is added to the ViewTarget
deferred: Option<ColorAttachment>
The deferred gbuffer generated by the deferred pass.
Exists only if DeferredPrepass
is added to the ViewTarget
deferred_lighting_pass_id: Option<ColorAttachment>
A texture that specifies the deferred lighting pass id for a material.
Exists only if DeferredPrepass
is added to the ViewTarget
size: Extent3d
The size of the textures.
Implementations§
source§impl ViewPrepassTextures
impl ViewPrepassTextures
pub fn depth_view(&self) -> Option<&TextureView>
pub fn normal_view(&self) -> Option<&TextureView>
pub fn motion_vectors_view(&self) -> Option<&TextureView>
pub fn deferred_view(&self) -> Option<&TextureView>
Trait Implementations§
source§impl Component for ViewPrepassTextures
impl Component for ViewPrepassTextures
§type Storage = TableStorage
type Storage = TableStorage
A marker type indicating the storage type used for this component.
This must be either
TableStorage
or SparseStorage
.Auto Trait Implementations§
impl RefUnwindSafe for ViewPrepassTextures
impl Send for ViewPrepassTextures
impl Sync for ViewPrepassTextures
impl Unpin for ViewPrepassTextures
impl UnwindSafe for ViewPrepassTextures
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<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
C: Component,
fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId) )
unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
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>
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