Struct bevy_internal::core_pipeline::prepass::node::PrepassNode
source · pub struct PrepassNode;
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 PrepassNode
impl Default for PrepassNode
source§fn default() -> PrepassNode
fn default() -> PrepassNode
Returns the “default value” for a type. Read more
source§impl ViewNode for PrepassNode
impl ViewNode for PrepassNode
§type ViewQuery = (&'static ExtractedCamera, &'static RenderPhase<Opaque3dPrepass>, &'static RenderPhase<AlphaMask3dPrepass>, &'static ViewDepthTexture, &'static ViewPrepassTextures, Option<&'static DeferredPrepass>)
type ViewQuery = (&'static ExtractedCamera, &'static RenderPhase<Opaque3dPrepass>, &'static RenderPhase<AlphaMask3dPrepass>, &'static ViewDepthTexture, &'static ViewPrepassTextures, Option<&'static DeferredPrepass>)
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>,
_: <<PrepassNode as ViewNode>::ViewQuery as WorldQuery>::Item<'w>,
world: &'w World
) -> Result<(), NodeRunError>
fn run<'w>( &self, graph: &mut RenderGraphContext<'_>, render_context: &mut RenderContext<'w>, _: <<PrepassNode as ViewNode>::ViewQuery as WorldQuery>::Item<'w>, 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 PrepassNode
impl Send for PrepassNode
impl Sync for PrepassNode
impl Unpin for PrepassNode
impl UnwindSafe for PrepassNode
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
.