Struct bevy::core_pipeline::prepass::node::PrepassNode
pub struct PrepassNode;
Expand description
Render node used by the prepass.
By default, inserted before the main pass in the render graph.
Trait Implementations§
§impl Default for PrepassNode
impl Default for PrepassNode
§fn default() -> PrepassNode
fn default() -> PrepassNode
Returns the “default value” for a type. Read more
§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
§fn run(
&self,
graph: &mut RenderGraphContext<'_>,
render_context: &mut RenderContext,
_: <<PrepassNode as ViewNode>::ViewQuery as WorldQuery>::Item<'_>,
world: &World
) -> Result<(), NodeRunError>
fn run( &self, graph: &mut RenderGraphContext<'_>, render_context: &mut RenderContext, _: <<PrepassNode as ViewNode>::ViewQuery as WorldQuery>::Item<'_>, world: &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§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere U: ShaderType, &'a T: for<'a> Into<U>,
§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
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any, Global>
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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
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fn as_any(&self) -> &(dyn Any + 'static)
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
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&mut Trait
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’s.§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given World
.§impl<T> Instrument for T
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
§fn in_current_span(self) -> Instrumented<Self> ⓘ
fn in_current_span(self) -> Instrumented<Self> ⓘ
§impl<F, T> IntoSample<T> for Fwhere
T: FromSample<F>,
impl<F, T> IntoSample<T> for Fwhere T: FromSample<F>,
fn into_sample(self) -> T
§impl<T> NoneValue for Twhere
T: Default,
impl<T> NoneValue for Twhere T: Default,
type NoneType = T
§fn null_value() -> T
fn null_value() -> T
The none-equivalent value.
§impl<T> Pointable for T
impl<T> Pointable for T
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R: Read + ReadEndian<P>,
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source§fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
Read this value from the supplied reader. Same as
ReadEndian::read_from_little_endian()
.