Struct bevy::render::render_asset::RenderAssets
pub struct RenderAssets<A>(/* private fields */)
where
A: RenderAsset;
Expand description
Stores all GPU representations (RenderAsset
)
of RenderAsset::SourceAsset
as long as they exist.
Implementations§
§impl<A> RenderAssets<A>where
A: RenderAsset,
impl<A> RenderAssets<A>where
A: RenderAsset,
pub fn get(
&self,
id: impl Into<AssetId<<A as RenderAsset>::SourceAsset>>
) -> Option<&A>
pub fn get( &self, id: impl Into<AssetId<<A as RenderAsset>::SourceAsset>> ) -> Option<&A>
Examples found in repository?
examples/shader/compute_shader_game_of_life.rs (line 137)
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fn prepare_bind_group(
mut commands: Commands,
pipeline: Res<GameOfLifePipeline>,
gpu_images: Res<RenderAssets<GpuImage>>,
game_of_life_images: Res<GameOfLifeImages>,
render_device: Res<RenderDevice>,
) {
let view_a = gpu_images.get(&game_of_life_images.texture_a).unwrap();
let view_b = gpu_images.get(&game_of_life_images.texture_b).unwrap();
let bind_group_0 = render_device.create_bind_group(
None,
&pipeline.texture_bind_group_layout,
&BindGroupEntries::sequential((&view_a.texture_view, &view_b.texture_view)),
);
let bind_group_1 = render_device.create_bind_group(
None,
&pipeline.texture_bind_group_layout,
&BindGroupEntries::sequential((&view_b.texture_view, &view_a.texture_view)),
);
commands.insert_resource(GameOfLifeImageBindGroups([bind_group_0, bind_group_1]));
}
More examples
examples/shader/texture_binding_array.rs (line 104)
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fn as_bind_group(
&self,
layout: &BindGroupLayout,
render_device: &RenderDevice,
image_assets: &RenderAssets<GpuImage>,
fallback_image: &FallbackImage,
) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError> {
// retrieve the render resources from handles
let mut images = vec![];
for handle in self.textures.iter().take(MAX_TEXTURE_COUNT) {
match image_assets.get(handle) {
Some(image) => images.push(image),
None => return Err(AsBindGroupError::RetryNextUpdate),
}
}
let fallback_image = &fallback_image.d2;
let textures = vec![&fallback_image.texture_view; MAX_TEXTURE_COUNT];
// convert bevy's resource types to WGPU's references
let mut textures: Vec<_> = textures.into_iter().map(|texture| &**texture).collect();
// fill in up to the first `MAX_TEXTURE_COUNT` textures and samplers to the arrays
for (id, image) in images.into_iter().enumerate() {
textures[id] = &*image.texture_view;
}
let bind_group = render_device.create_bind_group(
"bindless_material_bind_group",
layout,
&BindGroupEntries::sequential((&textures[..], &fallback_image.sampler)),
);
Ok(PreparedBindGroup {
bindings: vec![],
bind_group,
data: (),
})
}
examples/shader/shader_instancing.rs (line 133)
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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,
dynamic_offset: None,
});
}
}
}
#[derive(Component)]
struct InstanceBuffer {
buffer: Buffer,
length: usize,
}
fn prepare_instance_buffers(
mut commands: Commands,
query: Query<(Entity, &InstanceMaterialData)>,
render_device: Res<RenderDevice>,
) {
for (entity, instance_data) in &query {
let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
label: Some("instance data buffer"),
contents: bytemuck::cast_slice(instance_data.as_slice()),
usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
});
commands.entity(entity).insert(InstanceBuffer {
buffer,
length: instance_data.len(),
});
}
}
#[derive(Resource)]
struct CustomPipeline {
shader: Handle<Shader>,
mesh_pipeline: MeshPipeline,
}
impl FromWorld for CustomPipeline {
fn from_world(world: &mut World) -> Self {
let mesh_pipeline = world.resource::<MeshPipeline>();
CustomPipeline {
shader: world.load_asset("shaders/instancing.wgsl"),
mesh_pipeline: mesh_pipeline.clone(),
}
}
}
impl SpecializedMeshPipeline for CustomPipeline {
type Key = MeshPipelineKey;
fn specialize(
&self,
key: Self::Key,
layout: &MeshVertexBufferLayoutRef,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
let mut descriptor = self.mesh_pipeline.specialize(key, layout)?;
descriptor.vertex.shader = self.shader.clone();
descriptor.vertex.buffers.push(VertexBufferLayout {
array_stride: std::mem::size_of::<InstanceData>() as u64,
step_mode: VertexStepMode::Instance,
attributes: vec![
VertexAttribute {
format: VertexFormat::Float32x4,
offset: 0,
shader_location: 3, // shader locations 0-2 are taken up by Position, Normal and UV attributes
},
VertexAttribute {
format: VertexFormat::Float32x4,
offset: VertexFormat::Float32x4.size(),
shader_location: 4,
},
],
});
descriptor.fragment.as_mut().unwrap().shader = self.shader.clone();
Ok(descriptor)
}
}
type DrawCustom = (
SetItemPipeline,
SetMeshViewBindGroup<0>,
SetMeshBindGroup<1>,
DrawMeshInstanced,
);
struct DrawMeshInstanced;
impl<P: PhaseItem> RenderCommand<P> for DrawMeshInstanced {
type Param = (SRes<RenderAssets<GpuMesh>>, SRes<RenderMeshInstances>);
type ViewQuery = ();
type ItemQuery = Read<InstanceBuffer>;
#[inline]
fn render<'w>(
item: &P,
_view: (),
instance_buffer: Option<&'w InstanceBuffer>,
(meshes, render_mesh_instances): SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(item.entity())
else {
return RenderCommandResult::Failure;
};
let Some(gpu_mesh) = meshes.into_inner().get(mesh_instance.mesh_asset_id) else {
return RenderCommandResult::Failure;
};
let Some(instance_buffer) = instance_buffer else {
return RenderCommandResult::Failure;
};
pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
pass.set_vertex_buffer(1, instance_buffer.buffer.slice(..));
match &gpu_mesh.buffer_info {
GpuBufferInfo::Indexed {
buffer,
index_format,
count,
} => {
pass.set_index_buffer(buffer.slice(..), 0, *index_format);
pass.draw_indexed(0..*count, 0, 0..instance_buffer.length as u32);
}
GpuBufferInfo::NonIndexed => {
pass.draw(0..gpu_mesh.vertex_count, 0..instance_buffer.length as u32);
}
}
RenderCommandResult::Success
}
examples/2d/mesh2d_manual.rs (line 377)
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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,
dynamic_offset: None,
});
}
}
}
}
pub fn get_mut( &mut self, id: impl Into<AssetId<<A as RenderAsset>::SourceAsset>> ) -> Option<&mut A>
pub fn insert( &mut self, id: impl Into<AssetId<<A as RenderAsset>::SourceAsset>>, value: A ) -> Option<A>
pub fn remove( &mut self, id: impl Into<AssetId<<A as RenderAsset>::SourceAsset>> ) -> Option<A>
pub fn iter( &self ) -> impl Iterator<Item = (AssetId<<A as RenderAsset>::SourceAsset>, &A)>
pub fn iter_mut( &mut self ) -> impl Iterator<Item = (AssetId<<A as RenderAsset>::SourceAsset>, &mut A)>
Trait Implementations§
§impl<A> Default for RenderAssets<A>where
A: RenderAsset,
impl<A> Default for RenderAssets<A>where
A: RenderAsset,
§fn default() -> RenderAssets<A>
fn default() -> RenderAssets<A>
Returns the “default value” for a type. Read more
impl<A> Resource for RenderAssets<A>
Auto Trait Implementations§
impl<A> Freeze for RenderAssets<A>
impl<A> RefUnwindSafe for RenderAssets<A>where
A: RefUnwindSafe,
impl<A> Send for RenderAssets<A>
impl<A> Sync for RenderAssets<A>
impl<A> Unpin for RenderAssets<A>where
A: Unpin,
impl<A> UnwindSafe for RenderAssets<A>where
A: UnwindSafe,
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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.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
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T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
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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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can then be
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impl<S> FromSample<S> for S
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impl<T> FromWorld for Twhere
T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
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source§impl<T> IntoEither for T
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