pub struct MeshLayouts {
    pub model_only: BindGroupLayout,
    pub lightmapped: BindGroupLayout,
    pub skinned: BindGroupLayout,
    pub morphed: BindGroupLayout,
    pub morphed_skinned: BindGroupLayout,
}
Expand description

All possible BindGroupLayouts in bevy’s default mesh shader (mesh.wgsl).

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§model_only: BindGroupLayout

The mesh model uniform (transform) and nothing else.

§lightmapped: BindGroupLayout

Includes the lightmap texture and uniform.

§skinned: BindGroupLayout

Also includes the uniform for skinning

§morphed: BindGroupLayout

Also includes the uniform and MorphAttributes for morph targets.

§morphed_skinned: BindGroupLayout

Also includes both uniforms for skinning and morph targets, also the morph target MorphAttributes binding.

Implementations§

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impl MeshLayouts

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pub fn new(render_device: &RenderDevice) -> MeshLayouts

Prepare the layouts used by the default bevy Mesh.

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pub fn model_only( &self, render_device: &RenderDevice, model: &BindingResource<'_> ) -> BindGroup

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pub fn lightmapped( &self, render_device: &RenderDevice, model: &BindingResource<'_>, lightmap: &GpuImage ) -> BindGroup

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pub fn skinned( &self, render_device: &RenderDevice, model: &BindingResource<'_>, skin: &Buffer ) -> BindGroup

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pub fn morphed( &self, render_device: &RenderDevice, model: &BindingResource<'_>, weights: &Buffer, targets: &TextureView ) -> BindGroup

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pub fn morphed_skinned( &self, render_device: &RenderDevice, model: &BindingResource<'_>, skin: &Buffer, weights: &Buffer, targets: &TextureView ) -> BindGroup

Trait Implementations§

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impl Clone for MeshLayouts

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fn clone(&self) -> MeshLayouts

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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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.
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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Creates owned data from borrowed data, usually by cloning. Read more
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Uses borrowed data to replace owned data, usually by cloning. Read more
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