Struct bevy_pbr::PrepassPipeline
source · pub struct PrepassPipeline<M: Material> {
pub view_layout_motion_vectors: BindGroupLayout,
pub view_layout_no_motion_vectors: BindGroupLayout,
pub mesh_layouts: MeshLayouts,
pub material_layout: BindGroupLayout,
pub prepass_material_vertex_shader: Option<Handle<Shader>>,
pub prepass_material_fragment_shader: Option<Handle<Shader>>,
pub deferred_material_vertex_shader: Option<Handle<Shader>>,
pub deferred_material_fragment_shader: Option<Handle<Shader>>,
pub material_pipeline: MaterialPipeline<M>,
/* private fields */
}
Fields§
§view_layout_motion_vectors: BindGroupLayout
§view_layout_no_motion_vectors: BindGroupLayout
§mesh_layouts: MeshLayouts
§material_layout: BindGroupLayout
§prepass_material_vertex_shader: Option<Handle<Shader>>
§prepass_material_fragment_shader: Option<Handle<Shader>>
§deferred_material_vertex_shader: Option<Handle<Shader>>
§deferred_material_fragment_shader: Option<Handle<Shader>>
§material_pipeline: MaterialPipeline<M>
Trait Implementations§
source§impl<M: Material> FromWorld for PrepassPipeline<M>
impl<M: Material> FromWorld for PrepassPipeline<M>
source§fn from_world(world: &mut World) -> Self
fn from_world(world: &mut World) -> Self
Creates
Self
using data from the given World
.source§impl<M: Material> SpecializedMeshPipeline for PrepassPipeline<M>
impl<M: Material> SpecializedMeshPipeline for PrepassPipeline<M>
type Key = MaterialPipelineKey<M>
fn specialize( &self, key: Self::Key, layout: &MeshVertexBufferLayout ) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError>
impl<M: Material> Resource for PrepassPipeline<M>
Auto Trait Implementations§
impl<M> !RefUnwindSafe for PrepassPipeline<M>
impl<M> Send for PrepassPipeline<M>
impl<M> Sync for PrepassPipeline<M>
impl<M> Unpin for PrepassPipeline<M>where
M: Unpin,
impl<M> !UnwindSafe for PrepassPipeline<M>
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>
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) to Rc<Any>
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.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
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) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.