Struct bevy::render::view::RenderLayers
pub struct RenderLayers(/* private fields */);
Expand description
Describes which rendering layers an entity belongs to.
Cameras with this component will only render entities with intersecting layers.
There are 32 layers numbered 0
- TOTAL_LAYERS
. Entities may
belong to one or more layers, or no layer at all.
The Default
instance of RenderLayers
contains layer 0
, the first layer.
An entity with this component without any layers is invisible.
Entities without this component belong to layer 0
.
Implementations§
§impl RenderLayers
impl RenderLayers
pub const TOTAL_LAYERS: usize = 32usize
pub const TOTAL_LAYERS: usize = 32usize
The total number of layers supported.
pub const fn layer(n: u8) -> RenderLayers
pub const fn layer(n: u8) -> RenderLayers
Create a new RenderLayers
belonging to the given layer.
Examples found in repository?
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fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut images: ResMut<Assets<Image>>,
) {
let size = Extent3d {
width: 512,
height: 512,
..default()
};
// This is the texture that will be rendered to.
let mut image = Image {
texture_descriptor: TextureDescriptor {
label: None,
size,
dimension: TextureDimension::D2,
format: TextureFormat::Bgra8UnormSrgb,
mip_level_count: 1,
sample_count: 1,
usage: TextureUsages::TEXTURE_BINDING
| TextureUsages::COPY_DST
| TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
},
..default()
};
// fill image.data with zeroes
image.resize(size);
let image_handle = images.add(image);
let cube_handle = meshes.add(Cuboid::new(4.0, 4.0, 4.0));
let cube_material_handle = materials.add(StandardMaterial {
base_color: Color::srgb(0.8, 0.7, 0.6),
reflectance: 0.02,
unlit: false,
..default()
});
// This specifies the layer used for the first pass, which will be attached to the first pass camera and cube.
let first_pass_layer = RenderLayers::layer(1);
// The cube that will be rendered to the texture.
commands.spawn((
PbrBundle {
mesh: cube_handle,
material: cube_material_handle,
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)),
..default()
},
FirstPassCube,
first_pass_layer,
));
// Light
// NOTE: we add the light to all layers so it affects both the rendered-to-texture cube, and the cube on which we display the texture
// Setting the layer to RenderLayers::layer(0) would cause the main view to be lit, but the rendered-to-texture cube to be unlit.
// Setting the layer to RenderLayers::layer(1) would cause the rendered-to-texture cube to be lit, but the main view to be unlit.
commands.spawn((
PointLightBundle {
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
..default()
},
RenderLayers::all(),
));
commands.spawn((
Camera3dBundle {
camera: Camera {
// render before the "main pass" camera
order: -1,
target: image_handle.clone().into(),
clear_color: Color::WHITE.into(),
..default()
},
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
.looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
first_pass_layer,
));
let cube_size = 4.0;
let cube_handle = meshes.add(Cuboid::new(cube_size, cube_size, cube_size));
// This material has the texture that has been rendered.
let material_handle = materials.add(StandardMaterial {
base_color_texture: Some(image_handle),
reflectance: 0.02,
unlit: false,
..default()
});
// Main pass cube, with material containing the rendered first pass texture.
commands.spawn((
PbrBundle {
mesh: cube_handle,
material: material_handle,
transform: Transform::from_xyz(0.0, 0.0, 1.5)
.with_rotation(Quat::from_rotation_x(-PI / 5.0)),
..default()
},
MainPassCube,
));
// The main pass camera.
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
pub const fn all() -> RenderLayers
pub const fn all() -> RenderLayers
Create a new RenderLayers
that belongs to all layers.
Examples found in repository?
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fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut images: ResMut<Assets<Image>>,
) {
let size = Extent3d {
width: 512,
height: 512,
..default()
};
// This is the texture that will be rendered to.
let mut image = Image {
texture_descriptor: TextureDescriptor {
label: None,
size,
dimension: TextureDimension::D2,
format: TextureFormat::Bgra8UnormSrgb,
mip_level_count: 1,
sample_count: 1,
usage: TextureUsages::TEXTURE_BINDING
| TextureUsages::COPY_DST
| TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
},
..default()
};
// fill image.data with zeroes
image.resize(size);
let image_handle = images.add(image);
let cube_handle = meshes.add(Cuboid::new(4.0, 4.0, 4.0));
let cube_material_handle = materials.add(StandardMaterial {
base_color: Color::srgb(0.8, 0.7, 0.6),
reflectance: 0.02,
unlit: false,
..default()
});
// This specifies the layer used for the first pass, which will be attached to the first pass camera and cube.
let first_pass_layer = RenderLayers::layer(1);
// The cube that will be rendered to the texture.
commands.spawn((
PbrBundle {
mesh: cube_handle,
material: cube_material_handle,
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)),
..default()
},
FirstPassCube,
first_pass_layer,
));
// Light
// NOTE: we add the light to all layers so it affects both the rendered-to-texture cube, and the cube on which we display the texture
// Setting the layer to RenderLayers::layer(0) would cause the main view to be lit, but the rendered-to-texture cube to be unlit.
// Setting the layer to RenderLayers::layer(1) would cause the rendered-to-texture cube to be lit, but the main view to be unlit.
commands.spawn((
PointLightBundle {
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
..default()
},
RenderLayers::all(),
));
commands.spawn((
Camera3dBundle {
camera: Camera {
// render before the "main pass" camera
order: -1,
target: image_handle.clone().into(),
clear_color: Color::WHITE.into(),
..default()
},
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
.looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
first_pass_layer,
));
let cube_size = 4.0;
let cube_handle = meshes.add(Cuboid::new(cube_size, cube_size, cube_size));
// This material has the texture that has been rendered.
let material_handle = materials.add(StandardMaterial {
base_color_texture: Some(image_handle),
reflectance: 0.02,
unlit: false,
..default()
});
// Main pass cube, with material containing the rendered first pass texture.
commands.spawn((
PbrBundle {
mesh: cube_handle,
material: material_handle,
transform: Transform::from_xyz(0.0, 0.0, 1.5)
.with_rotation(Quat::from_rotation_x(-PI / 5.0)),
..default()
},
MainPassCube,
));
// The main pass camera.
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
pub const fn none() -> RenderLayers
pub const fn none() -> RenderLayers
Create a new RenderLayers
that belongs to no layers.
pub fn from_layers(layers: &[u8]) -> RenderLayers
pub fn from_layers(layers: &[u8]) -> RenderLayers
Create a RenderLayers
from a list of layers.
pub const fn with(self, layer: u8) -> RenderLayers
pub const fn with(self, layer: u8) -> RenderLayers
Add the given layer.
This may be called multiple times to allow an entity to belong
to multiple rendering layers. The maximum layer is TOTAL_LAYERS - 1
.
§Panics
Panics when called with a layer greater than TOTAL_LAYERS - 1
.
pub const fn without(self, layer: u8) -> RenderLayers
pub const fn without(self, layer: u8) -> RenderLayers
Removes the given rendering layer.
§Panics
Panics when called with a layer greater than TOTAL_LAYERS - 1
.
pub fn intersects(&self, other: &RenderLayers) -> bool
pub fn intersects(&self, other: &RenderLayers) -> bool
Determine if a RenderLayers
intersects another.
RenderLayers
s intersect if they share any common layers.
A RenderLayers
with no layers will not match any other
RenderLayers
, even another with no layers.
Trait Implementations§
§impl Clone for RenderLayers
impl Clone for RenderLayers
§fn clone(&self) -> RenderLayers
fn clone(&self) -> RenderLayers
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read more§impl Component for RenderLayers
impl Component for RenderLayers
§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 Debug for RenderLayers
impl Debug for RenderLayers
§impl Default for RenderLayers
impl Default for RenderLayers
§fn default() -> RenderLayers
fn default() -> RenderLayers
By default, this structure includes layer 0
, which represents the first layer.
§impl FromIterator<u8> for RenderLayers
impl FromIterator<u8> for RenderLayers
§fn from_iter<T>(i: T) -> RenderLayerswhere
T: IntoIterator<Item = u8>,
fn from_iter<T>(i: T) -> RenderLayerswhere
T: IntoIterator<Item = u8>,
§impl FromReflect for RenderLayers
impl FromReflect for RenderLayers
§fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<RenderLayers>
fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<RenderLayers>
Self
from a reflected value.§fn take_from_reflect(
reflect: Box<dyn Reflect>
) -> Result<Self, Box<dyn Reflect>>
fn take_from_reflect( reflect: Box<dyn Reflect> ) -> Result<Self, Box<dyn Reflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read more§impl GetTypeRegistration for RenderLayers
impl GetTypeRegistration for RenderLayers
§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration
for this type.§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
§impl Ord for RenderLayers
impl Ord for RenderLayers
§impl PartialEq for RenderLayers
impl PartialEq for RenderLayers
§fn eq(&self, other: &RenderLayers) -> bool
fn eq(&self, other: &RenderLayers) -> bool
self
and other
values to be equal, and is used
by ==
.§impl PartialOrd for RenderLayers
impl PartialOrd for RenderLayers
§fn partial_cmp(&self, other: &RenderLayers) -> Option<Ordering>
fn partial_cmp(&self, other: &RenderLayers) -> Option<Ordering>
1.0.0 · source§fn le(&self, other: &Rhs) -> bool
fn le(&self, other: &Rhs) -> bool
self
and other
) and is used by the <=
operator. Read more§impl Reflect for RenderLayers
impl Reflect for RenderLayers
§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
§fn into_any(self: Box<RenderLayers>) -> Box<dyn Any>
fn into_any(self: Box<RenderLayers>) -> Box<dyn Any>
Box<dyn Any>
.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any
.§fn into_reflect(self: Box<RenderLayers>) -> Box<dyn Reflect>
fn into_reflect(self: Box<RenderLayers>) -> Box<dyn Reflect>
§fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
§fn clone_value(&self) -> Box<dyn Reflect>
fn clone_value(&self) -> Box<dyn Reflect>
Reflect
trait object. Read more§fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
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fn apply(&mut self, value: &(dyn Reflect + 'static))
§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
§fn reflect_owned(self: Box<RenderLayers>) -> ReflectOwned
fn reflect_owned(self: Box<RenderLayers>) -> ReflectOwned
§fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
§fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
§impl TupleStruct for RenderLayers
impl TupleStruct for RenderLayers
§fn field(&self, index: usize) -> Option<&(dyn Reflect + 'static)>
fn field(&self, index: usize) -> Option<&(dyn Reflect + 'static)>
index
as a
&dyn Reflect
.§fn field_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>
fn field_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>
index
as a &mut dyn Reflect
.§fn iter_fields(&self) -> TupleStructFieldIter<'_> ⓘ
fn iter_fields(&self) -> TupleStructFieldIter<'_> ⓘ
§fn clone_dynamic(&self) -> DynamicTupleStruct
fn clone_dynamic(&self) -> DynamicTupleStruct
DynamicTupleStruct
.§impl TypePath for RenderLayers
impl TypePath for RenderLayers
§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
§impl Typed for RenderLayers
impl Typed for RenderLayers
impl Copy for RenderLayers
impl Eq for RenderLayers
impl StructuralPartialEq for RenderLayers
Auto Trait Implementations§
impl Freeze for RenderLayers
impl RefUnwindSafe for RenderLayers
impl Send for RenderLayers
impl Sync for RenderLayers
impl Unpin for RenderLayers
impl UnwindSafe for RenderLayers
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
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for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
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