Struct bevy::render::view::ViewTarget
pub struct ViewTarget { /* private fields */ }
Implementations§
§impl ViewTarget
impl ViewTarget
pub const TEXTURE_FORMAT_HDR: TextureFormat = TextureFormat::Rgba16Float
pub fn get_color_attachment(&self) -> RenderPassColorAttachment<'_>
pub fn get_color_attachment(&self) -> RenderPassColorAttachment<'_>
Retrieve this target’s main texture’s color attachment.
pub fn get_unsampled_color_attachment(&self) -> RenderPassColorAttachment<'_>
pub fn get_unsampled_color_attachment(&self) -> RenderPassColorAttachment<'_>
Retrieve this target’s “unsampled” main texture’s color attachment.
pub fn main_texture(&self) -> &Texture
pub fn main_texture(&self) -> &Texture
The “main” unsampled texture.
pub fn main_texture_other(&self) -> &Texture
pub fn main_texture_other(&self) -> &Texture
The other “main” unsampled texture.
In most cases you should use Self::main_texture
instead and never this.
The textures will naturally be swapped when Self::post_process_write
is called.
A use case for this is to be able to prepare a bind group for all main textures ahead of time.
pub fn main_texture_view(&self) -> &TextureView
pub fn main_texture_view(&self) -> &TextureView
The “main” unsampled texture.
pub fn main_texture_other_view(&self) -> &TextureView
pub fn main_texture_other_view(&self) -> &TextureView
The other “main” unsampled texture view.
In most cases you should use Self::main_texture_view
instead and never this.
The textures will naturally be swapped when Self::post_process_write
is called.
A use case for this is to be able to prepare a bind group for all main textures ahead of time.
pub fn sampled_main_texture(&self) -> Option<&Texture>
pub fn sampled_main_texture(&self) -> Option<&Texture>
The “main” sampled texture.
pub fn sampled_main_texture_view(&self) -> Option<&TextureView>
pub fn sampled_main_texture_view(&self) -> Option<&TextureView>
The “main” sampled texture view.
pub fn main_texture_format(&self) -> TextureFormat
pub fn is_hdr(&self) -> bool
pub fn is_hdr(&self) -> bool
Returns true
if and only if the main texture is Self::TEXTURE_FORMAT_HDR
pub fn out_texture(&self) -> &TextureView
pub fn out_texture(&self) -> &TextureView
The final texture this view will render to.
pub fn out_texture_format(&self) -> TextureFormat
pub fn out_texture_format(&self) -> TextureFormat
The format of the final texture this view will render to
pub fn post_process_write(&self) -> PostProcessWrite<'_>
pub fn post_process_write(&self) -> PostProcessWrite<'_>
This will start a new “post process write”, which assumes that the caller
will write the PostProcessWrite
’s source
to the destination
.
source
is the “current” main texture. This will internally flip this
ViewTarget
’s main texture to the destination
texture, so the caller
must ensure source
is copied to destination
, with or without modifications.
Failing to do so will cause the current main texture information to be lost.
Examples found in repository?
136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216
fn run(
&self,
_graph: &mut RenderGraphContext,
render_context: &mut RenderContext,
(view_target, _post_process_settings): QueryItem<Self::ViewQuery>,
world: &World,
) -> Result<(), NodeRunError> {
// Get the pipeline resource that contains the global data we need
// to create the render pipeline
let post_process_pipeline = world.resource::<PostProcessPipeline>();
// The pipeline cache is a cache of all previously created pipelines.
// It is required to avoid creating a new pipeline each frame,
// which is expensive due to shader compilation.
let pipeline_cache = world.resource::<PipelineCache>();
// Get the pipeline from the cache
let Some(pipeline) = pipeline_cache.get_render_pipeline(post_process_pipeline.pipeline_id)
else {
return Ok(());
};
// Get the settings uniform binding
let settings_uniforms = world.resource::<ComponentUniforms<PostProcessSettings>>();
let Some(settings_binding) = settings_uniforms.uniforms().binding() else {
return Ok(());
};
// This will start a new "post process write", obtaining two texture
// views from the view target - a `source` and a `destination`.
// `source` is the "current" main texture and you _must_ write into
// `destination` because calling `post_process_write()` on the
// [`ViewTarget`] will internally flip the [`ViewTarget`]'s main
// texture to the `destination` texture. Failing to do so will cause
// the current main texture information to be lost.
let post_process = view_target.post_process_write();
// The bind_group gets created each frame.
//
// Normally, you would create a bind_group in the Queue set,
// but this doesn't work with the post_process_write().
// The reason it doesn't work is because each post_process_write will alternate the source/destination.
// The only way to have the correct source/destination for the bind_group
// is to make sure you get it during the node execution.
let bind_group = render_context.render_device().create_bind_group(
"post_process_bind_group",
&post_process_pipeline.layout,
// It's important for this to match the BindGroupLayout defined in the PostProcessPipeline
&BindGroupEntries::sequential((
// Make sure to use the source view
post_process.source,
// Use the sampler created for the pipeline
&post_process_pipeline.sampler,
// Set the settings binding
settings_binding.clone(),
)),
);
// Begin the render pass
let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
label: Some("post_process_pass"),
color_attachments: &[Some(RenderPassColorAttachment {
// We need to specify the post process destination view here
// to make sure we write to the appropriate texture.
view: post_process.destination,
resolve_target: None,
ops: Operations::default(),
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
// This is mostly just wgpu boilerplate for drawing a fullscreen triangle,
// using the pipeline/bind_group created above
render_pass.set_render_pipeline(pipeline);
render_pass.set_bind_group(0, &bind_group, &[]);
render_pass.draw(0..3, 0..1);
Ok(())
}
Trait Implementations§
§impl Component for ViewTarget
impl Component for ViewTarget
§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
.Auto Trait Implementations§
impl Freeze for ViewTarget
impl RefUnwindSafe for ViewTarget
impl Send for ViewTarget
impl Sync for ViewTarget
impl Unpin for ViewTarget
impl UnwindSafe for ViewTarget
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
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
§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
C: Component,
fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId) )
unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.§impl<T> DowncastSync for T
impl<T> DowncastSync for T
§impl<C> DynamicBundle for Cwhere
C: Component,
impl<C> DynamicBundle for Cwhere
C: Component,
fn get_components(self, func: &mut impl FnMut(StorageType, OwningPtr<'_>))
§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
§impl<T> Instrument for T
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
§fn in_current_span(self) -> Instrumented<Self> ⓘ
fn in_current_span(self) -> Instrumented<Self> ⓘ
source§impl<T> IntoEither for T
impl<T> IntoEither for T
source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moresource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read more