Struct bevy::core_pipeline::prepass::Opaque3dPrepass

pub struct Opaque3dPrepass {
    pub key: OpaqueNoLightmap3dBinKey,
    pub representative_entity: Entity,
    pub batch_range: Range<u32>,
    pub extra_index: PhaseItemExtraIndex,
}
Expand description

Opaque phase of the 3D prepass.

Sorted by pipeline, then by mesh to improve batching.

Used to render all 3D meshes with materials that have no transparency.

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§key: OpaqueNoLightmap3dBinKey

Information that separates items into bins.

§representative_entity: Entity

An entity from which Bevy fetches data common to all instances in this batch, such as the mesh.

§batch_range: Range<u32>§extra_index: PhaseItemExtraIndex

Trait Implementations§

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impl BinnedPhaseItem for Opaque3dPrepass

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type BinKey = OpaqueNoLightmap3dBinKey

The key used for binning PhaseItems into bins. Order the members of BinnedPhaseItem::BinKey by the order of binding for best performance. For example, pipeline id, draw function id, mesh asset id, lowest variable bind group id such as the material bind group id, and its dynamic offsets if any, next bind group and offsets, etc. This reduces the need for rebinding between bins and improves performance.
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fn new( key: <Opaque3dPrepass as BinnedPhaseItem>::BinKey, representative_entity: Entity, batch_range: Range<u32>, extra_index: PhaseItemExtraIndex, ) -> Opaque3dPrepass

Creates a new binned phase item from the key and per-entity data. Read more
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impl CachedRenderPipelinePhaseItem for Opaque3dPrepass

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fn cached_pipeline(&self) -> CachedRenderPipelineId

The id of the render pipeline, cached in the PipelineCache, that will be used to draw this phase item.
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impl PhaseItem for Opaque3dPrepass

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fn entity(&self) -> Entity

The corresponding entity that will be drawn. Read more
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fn draw_function(&self) -> DrawFunctionId

Specifies the Draw function used to render the item.
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fn batch_range(&self) -> &Range<u32>

The range of instances that the batch covers. After doing a batched draw, batch range length phase items will be skipped. This design is to avoid having to restructure the render phase unnecessarily.
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fn batch_range_mut(&mut self) -> &mut Range<u32>

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fn extra_index(&self) -> PhaseItemExtraIndex

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fn batch_range_and_extra_index_mut( &mut self, ) -> (&mut Range<u32>, &mut PhaseItemExtraIndex)

Returns a pair of mutable references to both the batch range and extra index.
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const AUTOMATIC_BATCHING: bool = true

Whether or not this PhaseItem should be subjected to automatic batching. (Default: true)

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