Struct bevy::render::render_phase::ViewRangefinder3d
pub struct ViewRangefinder3d { /* private fields */ }
Expand description
A distance calculator for the draw order of PhaseItem
s.
Implementations§
§impl ViewRangefinder3d
impl ViewRangefinder3d
pub fn from_view_matrix(view_matrix: &Mat4) -> ViewRangefinder3d
pub fn from_view_matrix(view_matrix: &Mat4) -> ViewRangefinder3d
Creates a 3D rangefinder for a view matrix.
pub fn distance_translation(&self, translation: &Vec3) -> f32
pub fn distance_translation(&self, translation: &Vec3) -> f32
Calculates the distance, or view-space Z
value, for the given translation
.
Examples found in repository?
examples/shader/shader_instancing.rs (line 145)
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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,
});
}
}
}
Auto Trait Implementations§
impl Freeze for ViewRangefinder3d
impl RefUnwindSafe for ViewRangefinder3d
impl Send for ViewRangefinder3d
impl Sync for ViewRangefinder3d
impl Unpin for ViewRangefinder3d
impl UnwindSafe for ViewRangefinder3d
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
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T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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can
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impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
§impl<T> Instrument for T
impl<T> Instrument for T
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source§impl<T> IntoEither for T
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