Struct bevy::pbr::MeshPipeline

pub struct MeshPipeline {
    pub dummy_white_gpu_image: GpuImage,
    pub clustered_forward_buffer_binding_type: BufferBindingType,
    pub mesh_layouts: MeshLayouts,
    pub per_object_buffer_batch_size: Option<u32>,
    pub did_warn_about_too_many_textures: Arc<AtomicBool, Global>,
    /* private fields */
}

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§dummy_white_gpu_image: GpuImage§clustered_forward_buffer_binding_type: BufferBindingType§mesh_layouts: MeshLayouts§per_object_buffer_batch_size: Option<u32>

MeshUniforms are stored in arrays in buffers. If storage buffers are available, they are used and this will be None, otherwise uniform buffers will be used with batches of this many MeshUniforms, stored at dynamic offsets within the uniform buffer. Use code like this in custom shaders:

##ifdef PER_OBJECT_BUFFER_BATCH_SIZE
@group(1) @binding(0) var<uniform> mesh: array<Mesh, #{PER_OBJECT_BUFFER_BATCH_SIZE}u>;
##else
@group(1) @binding(0) var<storage> mesh: array<Mesh>;
##endif // PER_OBJECT_BUFFER_BATCH_SIZE
§did_warn_about_too_many_textures: Arc<AtomicBool, Global>

Implementations§

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impl MeshPipeline

pub fn get_image_texture<'a>( &'a self, gpu_images: &'a RenderAssets<Image>, handle_option: &Option<Handle<Image>> ) -> Option<(&'a TextureView, &'a Sampler)>

pub fn get_view_layout( &self, layout_key: MeshPipelineViewLayoutKey ) -> &BindGroupLayout

Trait Implementations§

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impl Clone for MeshPipeline

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fn clone(&self) -> MeshPipeline

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
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impl FromWorld for MeshPipeline

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fn from_world(world: &mut World) -> MeshPipeline

Creates Self using data from the given World.
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impl GetBatchData for MeshPipeline

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type Param = Res<'static, RenderMeshInstances>

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type Query = Entity

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type QueryFilter = With<Mesh3d>

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type CompareData = (MaterialBindGroupId, AssetId<Mesh>)

Data used for comparison between phase items. If the pipeline id, draw function id, per-instance data buffer dynamic offset and this data matches, the draws can be batched.
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type BufferData = MeshUniform

The per-instance data to be inserted into the GpuArrayBuffer containing these data for all instances.
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fn get_batch_data( mesh_instances: &<<MeshPipeline as GetBatchData>::Param as SystemParam>::Item<'_, '_>, entity: &<<MeshPipeline as GetBatchData>::Query as WorldQuery>::Item<'_> ) -> (<MeshPipeline as GetBatchData>::BufferData, Option<<MeshPipeline as GetBatchData>::CompareData>)

Get the per-instance data to be inserted into the GpuArrayBuffer. If the instance can be batched, also return the data used for comparison when deciding whether draws can be batched, else return None for the CompareData.
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impl SpecializedMeshPipeline for MeshPipeline

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impl Resource for MeshPipelinewhere MeshPipeline: Send + Sync + 'static,

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fn type_id(&self) -> TypeId

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impl<T, U> AsBindGroupShaderType<U> for Twhere 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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