Struct bevy::render::render_phase::SortedRenderPhase
pub struct SortedRenderPhase<I>where
I: SortedPhaseItem,{
pub items: Vec<I>,
}
Expand description
A collection of all items to be rendered that will be encoded to GPU commands for a single render phase for a single view.
Each view (camera, or shadow-casting light, etc.) can have one or multiple render phases.
They are used to queue entities for rendering.
Multiple phases might be required due to different sorting/batching behaviors
(e.g. opaque: front to back, transparent: back to front) or because one phase depends on
the rendered texture of the previous phase (e.g. for screen-space reflections).
All PhaseItem
s are then rendered using a single TrackedRenderPass
.
The render pass might be reused for multiple phases to reduce GPU overhead.
This flavor of render phase is used only for meshes that need to be sorted
back-to-front, such as transparent meshes. For items that don’t need strict
sorting, BinnedRenderPhase
is preferred, for performance.
Fields§
§items: Vec<I>
The items within this SortedRenderPhase
.
Implementations§
§impl<I> SortedRenderPhase<I>where
I: SortedPhaseItem,
impl<I> SortedRenderPhase<I>where
I: SortedPhaseItem,
pub fn add(&mut self, item: I)
pub fn add(&mut self, item: I)
Adds a PhaseItem
to this render phase.
Examples found in repository?
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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
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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,
});
}
}
}
}
pub fn iter_entities(&self) -> impl Iterator<Item = Entity>
pub fn iter_entities(&self) -> impl Iterator<Item = Entity>
pub fn render<'w>(
&self,
render_pass: &mut TrackedRenderPass<'w>,
world: &'w World,
view: Entity
)
pub fn render<'w>( &self, render_pass: &mut TrackedRenderPass<'w>, world: &'w World, view: Entity )
Renders all of its PhaseItem
s using their corresponding draw functions.
pub fn render_range<'w>(
&self,
render_pass: &mut TrackedRenderPass<'w>,
world: &'w World,
view: Entity,
range: impl SliceIndex<[I], Output = [I]>
)
pub fn render_range<'w>( &self, render_pass: &mut TrackedRenderPass<'w>, world: &'w World, view: Entity, range: impl SliceIndex<[I], Output = [I]> )
Renders all PhaseItem
s in the provided range
(based on their index in self.items
) using their corresponding draw functions.
Trait Implementations§
§impl<I> Component for SortedRenderPhase<I>
impl<I> Component for SortedRenderPhase<I>
§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
§fn register_component_hooks(_hooks: &mut ComponentHooks)
fn register_component_hooks(_hooks: &mut ComponentHooks)
ComponentHooks
.§impl<I> Default for SortedRenderPhase<I>where
I: SortedPhaseItem,
impl<I> Default for SortedRenderPhase<I>where
I: SortedPhaseItem,
§fn default() -> SortedRenderPhase<I>
fn default() -> SortedRenderPhase<I>
Auto Trait Implementations§
impl<I> Freeze for SortedRenderPhase<I>
impl<I> RefUnwindSafe for SortedRenderPhase<I>where
I: RefUnwindSafe,
impl<I> Send for SortedRenderPhase<I>
impl<I> Sync for SortedRenderPhase<I>
impl<I> Unpin for SortedRenderPhase<I>where
I: Unpin,
impl<I> UnwindSafe for SortedRenderPhase<I>where
I: UnwindSafe,
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