Struct bevy::pbr::ScreenSpaceReflectionsBuffer

pub struct ScreenSpaceReflectionsBuffer(pub DynamicUniformBuffer<ScreenSpaceReflectionsUniform>);
Expand description

A GPU buffer that stores the screen space reflection settings for each view.

Tuple Fields§

§0: DynamicUniformBuffer<ScreenSpaceReflectionsUniform>

Methods from Deref<Target = DynamicUniformBuffer<ScreenSpaceReflectionsUniform>>§

pub fn buffer(&self) -> Option<&Buffer>

pub fn binding(&self) -> Option<BindingResource<'_>>

Examples found in repository?
examples/shader/post_processing.rs (line 167)
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    fn run(
        &self,
        _graph: &mut RenderGraphContext,
        render_context: &mut RenderContext,
        (view_target, _post_process_settings, settings_index): QueryItem<Self::ViewQuery>,
        world: &World,
    ) -> Result<(), NodeRunError> {
        // Get the pipeline resource that contains the global data we need
        // to create the render pipeline
        let post_process_pipeline = world.resource::<PostProcessPipeline>();

        // The pipeline cache is a cache of all previously created pipelines.
        // It is required to avoid creating a new pipeline each frame,
        // which is expensive due to shader compilation.
        let pipeline_cache = world.resource::<PipelineCache>();

        // Get the pipeline from the cache
        let Some(pipeline) = pipeline_cache.get_render_pipeline(post_process_pipeline.pipeline_id)
        else {
            return Ok(());
        };

        // Get the settings uniform binding
        let settings_uniforms = world.resource::<ComponentUniforms<PostProcessSettings>>();
        let Some(settings_binding) = settings_uniforms.uniforms().binding() else {
            return Ok(());
        };

        // This will start a new "post process write", obtaining two texture
        // views from the view target - a `source` and a `destination`.
        // `source` is the "current" main texture and you _must_ write into
        // `destination` because calling `post_process_write()` on the
        // [`ViewTarget`] will internally flip the [`ViewTarget`]'s main
        // texture to the `destination` texture. Failing to do so will cause
        // the current main texture information to be lost.
        let post_process = view_target.post_process_write();

        // The bind_group gets created each frame.
        //
        // Normally, you would create a bind_group in the Queue set,
        // but this doesn't work with the post_process_write().
        // The reason it doesn't work is because each post_process_write will alternate the source/destination.
        // The only way to have the correct source/destination for the bind_group
        // is to make sure you get it during the node execution.
        let bind_group = render_context.render_device().create_bind_group(
            "post_process_bind_group",
            &post_process_pipeline.layout,
            // It's important for this to match the BindGroupLayout defined in the PostProcessPipeline
            &BindGroupEntries::sequential((
                // Make sure to use the source view
                post_process.source,
                // Use the sampler created for the pipeline
                &post_process_pipeline.sampler,
                // Set the settings binding
                settings_binding.clone(),
            )),
        );

        // Begin the render pass
        let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
            label: Some("post_process_pass"),
            color_attachments: &[Some(RenderPassColorAttachment {
                // We need to specify the post process destination view here
                // to make sure we write to the appropriate texture.
                view: post_process.destination,
                resolve_target: None,
                ops: Operations::default(),
            })],
            depth_stencil_attachment: None,
            timestamp_writes: None,
            occlusion_query_set: None,
        });

        // This is mostly just wgpu boilerplate for drawing a fullscreen triangle,
        // using the pipeline/bind_group created above
        render_pass.set_render_pipeline(pipeline);
        // By passing in the index of the post process settings on this view, we ensure
        // that in the event that multiple settings were sent to the GPU (as would be the
        // case with multiple cameras), we use the correct one.
        render_pass.set_bind_group(0, &bind_group, &[settings_index.index()]);
        render_pass.draw(0..3, 0..1);

        Ok(())
    }

pub fn is_empty(&self) -> bool

pub fn push(&mut self, value: &T) -> u32

Push data into the DynamicUniformBuffer’s internal vector (residing on system RAM).

pub fn set_label(&mut self, label: Option<&str>)

pub fn get_label(&self) -> Option<&str>

pub fn add_usages(&mut self, usage: BufferUsages)

Add more BufferUsages to the buffer.

This method only allows addition of flags to the default usage flags.

The default values for buffer usage are BufferUsages::COPY_DST and BufferUsages::UNIFORM.

pub fn get_writer<'a>( &'a mut self, max_count: usize, device: &RenderDevice, queue: &'a RenderQueue, ) -> Option<DynamicUniformBufferWriter<'a, T>>

Creates a writer that can be used to directly write elements into the target buffer.

This method uses less memory and performs fewer memory copies using over push and write_buffer.

max_count must be greater than or equal to the number of elements that are to be written to the buffer, or the writer will panic while writing. Dropping the writer will schedule the buffer write into the provided RenderQueue.

If there is no GPU-side buffer allocated to hold the data currently stored, or if a GPU-side buffer previously allocated does not have enough capacity to hold max_count elements, a new GPU-side buffer is created.

Returns None if there is no allocated GPU-side buffer, and max_count is 0.

pub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue)

Queues writing of data from system RAM to VRAM using the RenderDevice and the provided RenderQueue.

If there is no GPU-side buffer allocated to hold the data currently stored, or if a GPU-side buffer previously allocated does not have enough capacity, a new GPU-side buffer is created.

pub fn clear(&mut self)

Trait Implementations§

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impl Default for ScreenSpaceReflectionsBuffer

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fn default() -> ScreenSpaceReflectionsBuffer

Returns the “default value” for a type. Read more
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impl Deref for ScreenSpaceReflectionsBuffer

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type Target = DynamicUniformBuffer<ScreenSpaceReflectionsUniform>

The resulting type after dereferencing.
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fn deref(&self) -> &<ScreenSpaceReflectionsBuffer as Deref>::Target

Dereferences the value.
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impl DerefMut for ScreenSpaceReflectionsBuffer

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fn deref_mut(&mut self) -> &mut <ScreenSpaceReflectionsBuffer as Deref>::Target

Mutably dereferences the value.
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impl Resource for ScreenSpaceReflectionsBuffer

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