Struct bevy_internal::pbr::MeshLayouts
source · pub struct MeshLayouts {
pub model_only: BindGroupLayout,
pub lightmapped: BindGroupLayout,
pub skinned: BindGroupLayout,
pub morphed: BindGroupLayout,
pub morphed_skinned: BindGroupLayout,
}
Expand description
All possible BindGroupLayout
s in bevy’s default mesh shader (mesh.wgsl
).
Fields§
§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§
source§impl MeshLayouts
impl MeshLayouts
sourcepub fn new(render_device: &RenderDevice) -> MeshLayouts
pub fn new(render_device: &RenderDevice) -> MeshLayouts
Prepare the layouts used by the default bevy Mesh
.
pub fn model_only( &self, render_device: &RenderDevice, model: &BindingResource<'_> ) -> BindGroup
pub fn lightmapped( &self, render_device: &RenderDevice, model: &BindingResource<'_>, lightmap: &GpuImage ) -> BindGroup
pub fn skinned( &self, render_device: &RenderDevice, model: &BindingResource<'_>, skin: &Buffer ) -> BindGroup
pub fn morphed( &self, render_device: &RenderDevice, model: &BindingResource<'_>, weights: &Buffer, targets: &TextureView ) -> BindGroup
pub fn morphed_skinned( &self, render_device: &RenderDevice, model: &BindingResource<'_>, skin: &Buffer, weights: &Buffer, targets: &TextureView ) -> BindGroup
Trait Implementations§
source§impl Clone for MeshLayouts
impl Clone for MeshLayouts
source§fn clone(&self) -> MeshLayouts
fn clone(&self) -> MeshLayouts
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moreAuto Trait Implementations§
impl RefUnwindSafe for MeshLayouts
impl Send for MeshLayouts
impl Sync for MeshLayouts
impl Unpin for MeshLayouts
impl UnwindSafe for MeshLayouts
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.