Struct bevy::render::mesh::GpuMesh

pub struct GpuMesh {
    pub vertex_buffer: Buffer,
    pub vertex_count: u32,
    pub morph_targets: Option<TextureView>,
    pub buffer_info: GpuBufferInfo,
    pub key_bits: BaseMeshPipelineKey,
    pub layout: MeshVertexBufferLayoutRef,
}
Expand description

The GPU-representation of a Mesh. Consists of a vertex data buffer and an optional index data buffer.

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§vertex_buffer: Buffer

Contains all attribute data for each vertex.

§vertex_count: u32§morph_targets: Option<TextureView>§buffer_info: GpuBufferInfo§key_bits: BaseMeshPipelineKey§layout: MeshVertexBufferLayoutRef

Implementations§

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impl GpuMesh

pub fn primitive_topology(&self) -> PrimitiveTopology

Examples found in repository?
examples/shader/shader_instancing.rs (line 137)
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fn queue_custom(
    transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
    custom_pipeline: Res<CustomPipeline>,
    msaa: Res<Msaa>,
    mut pipelines: ResMut<SpecializedMeshPipelines<CustomPipeline>>,
    pipeline_cache: Res<PipelineCache>,
    meshes: Res<RenderAssets<GpuMesh>>,
    render_mesh_instances: Res<RenderMeshInstances>,
    material_meshes: Query<Entity, With<InstanceMaterialData>>,
    mut views: Query<(&ExtractedView, &mut SortedRenderPhase<Transparent3d>)>,
) {
    let draw_custom = transparent_3d_draw_functions.read().id::<DrawCustom>();

    let msaa_key = MeshPipelineKey::from_msaa_samples(msaa.samples());

    for (view, mut transparent_phase) in &mut views {
        let view_key = msaa_key | MeshPipelineKey::from_hdr(view.hdr);
        let rangefinder = view.rangefinder3d();
        for entity in &material_meshes {
            let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(entity) else {
                continue;
            };
            let Some(mesh) = meshes.get(mesh_instance.mesh_asset_id) else {
                continue;
            };
            let key =
                view_key | MeshPipelineKey::from_primitive_topology(mesh.primitive_topology());
            let pipeline = pipelines
                .specialize(&pipeline_cache, &custom_pipeline, key, &mesh.layout)
                .unwrap();
            transparent_phase.add(Transparent3d {
                entity,
                pipeline,
                draw_function: draw_custom,
                distance: rangefinder.distance_translation(&mesh_instance.translation),
                batch_range: 0..1,
                extra_index: PhaseItemExtraIndex::NONE,
            });
        }
    }
}
More examples
Hide additional examples
examples/2d/mesh2d_manual.rs (line 382)
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pub fn queue_colored_mesh2d(
    transparent_draw_functions: Res<DrawFunctions<Transparent2d>>,
    colored_mesh2d_pipeline: Res<ColoredMesh2dPipeline>,
    mut pipelines: ResMut<SpecializedRenderPipelines<ColoredMesh2dPipeline>>,
    pipeline_cache: Res<PipelineCache>,
    msaa: Res<Msaa>,
    render_meshes: Res<RenderAssets<GpuMesh>>,
    render_mesh_instances: Res<RenderColoredMesh2dInstances>,
    mut views: Query<(
        &VisibleEntities,
        &mut SortedRenderPhase<Transparent2d>,
        &ExtractedView,
    )>,
) {
    if render_mesh_instances.is_empty() {
        return;
    }
    // Iterate each view (a camera is a view)
    for (visible_entities, mut transparent_phase, view) in &mut views {
        let draw_colored_mesh2d = transparent_draw_functions.read().id::<DrawColoredMesh2d>();

        let mesh_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples())
            | Mesh2dPipelineKey::from_hdr(view.hdr);

        // Queue all entities visible to that view
        for visible_entity in visible_entities.iter::<WithMesh2d>() {
            if let Some(mesh_instance) = render_mesh_instances.get(visible_entity) {
                let mesh2d_handle = mesh_instance.mesh_asset_id;
                let mesh2d_transforms = &mesh_instance.transforms;
                // Get our specialized pipeline
                let mut mesh2d_key = mesh_key;
                if let Some(mesh) = render_meshes.get(mesh2d_handle) {
                    mesh2d_key |=
                        Mesh2dPipelineKey::from_primitive_topology(mesh.primitive_topology());
                }

                let pipeline_id =
                    pipelines.specialize(&pipeline_cache, &colored_mesh2d_pipeline, mesh2d_key);

                let mesh_z = mesh2d_transforms.transform.translation.z;
                transparent_phase.add(Transparent2d {
                    entity: *visible_entity,
                    draw_function: draw_colored_mesh2d,
                    pipeline: pipeline_id,
                    // The 2d render items are sorted according to their z value before rendering,
                    // in order to get correct transparency
                    sort_key: FloatOrd(mesh_z),
                    // This material is not batched
                    batch_range: 0..1,
                    extra_index: PhaseItemExtraIndex::NONE,
                });
            }
        }
    }
}

Trait Implementations§

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impl Clone for GpuMesh

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fn clone(&self) -> GpuMesh

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for GpuMesh

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl RenderAsset for GpuMesh

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fn prepare_asset( mesh: <GpuMesh as RenderAsset>::SourceAsset, _: &mut <<GpuMesh as RenderAsset>::Param as SystemParam>::Item<'_, '_> ) -> Result<GpuMesh, PrepareAssetError<<GpuMesh as RenderAsset>::SourceAsset>>

Converts the extracted mesh a into GpuMesh.

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type SourceAsset = Mesh

The representation of the asset in the “main world”.
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type Param = (Res<'static, RenderDevice>, Res<'static, RenderAssets<GpuImage>>, ResMut<'static, MeshVertexBufferLayouts>)

Specifies all ECS data required by RenderAsset::prepare_asset. Read more
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fn asset_usage( mesh: &<GpuMesh as RenderAsset>::SourceAsset ) -> RenderAssetUsages

Whether or not to unload the asset after extracting it to the render world.
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fn byte_len(mesh: &<GpuMesh as RenderAsset>::SourceAsset) -> Option<usize>

Size of the data the asset will upload to the gpu. Specifying a return value will allow the asset to be throttled via RenderAssetBytesPerFrame.

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> 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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