Struct bevy_rust_gpu::RustGpu
source · pub struct RustGpu<M> {
pub base: M,
pub vertex_shader: Option<Handle<RustGpuBuilderOutput>>,
pub fragment_shader: Option<Handle<RustGpuBuilderOutput>>,
pub iteration: usize,
}Expand description
Extends a Material with rust-gpu shader support.
Fields§
§base: MBase material.
vertex_shader: Option<Handle<RustGpuBuilderOutput>>If Some, overrides [Material::vertex_shader] during specialization.
fragment_shader: Option<Handle<RustGpuBuilderOutput>>If Some, overrides [Material::fragment_shader] during specialization.
iteration: usizeCurrent reload iteration, used to drive hot-reloading.
Implementations§
Trait Implementations§
source§impl<M> AsBindGroup for RustGpu<M>where
M: AsBindGroup,
impl<M> AsBindGroup for RustGpu<M>where M: AsBindGroup,
§type Data = RustGpuKey<M>
type Data = RustGpuKey<M>
Data that will be stored alongside the “prepared” bind group.
source§fn as_bind_group(
&self,
layout: &BindGroupLayout,
render_device: &RenderDevice,
images: &RenderAssets<Image>,
fallback_image: &FallbackImage
) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError>
fn as_bind_group( &self, layout: &BindGroupLayout, render_device: &RenderDevice, images: &RenderAssets<Image>, fallback_image: &FallbackImage ) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError>
Creates a bind group for
self matching the layout defined in [AsBindGroup::bind_group_layout].source§fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout
Creates the bind group layout matching all bind groups returned by [
AsBindGroup::as_bind_group]source§impl<M> Material for RustGpu<M>where
M: Material + RustGpuMaterial,
M::Data: Clone,
impl<M> Material for RustGpu<M>where M: Material + RustGpuMaterial, M::Data: Clone,
source§fn vertex_shader() -> ShaderRef
fn vertex_shader() -> ShaderRef
Returns this material’s vertex shader. If [
ShaderRef::Default] is returned, the default mesh vertex shader
will be used.source§fn fragment_shader() -> ShaderRef
fn fragment_shader() -> ShaderRef
Returns this material’s fragment shader. If [
ShaderRef::Default] is returned, the default mesh fragment shader
will be used.source§fn alpha_mode(&self) -> AlphaMode
fn alpha_mode(&self) -> AlphaMode
Returns this material’s [
AlphaMode]. Defaults to [AlphaMode::Opaque].source§fn depth_bias(&self) -> f32
fn depth_bias(&self) -> f32
Add a bias to the view depth of the mesh which can be used to force a specific render order
for meshes with similar depth, to avoid z-fighting.
The bias is in depth-texture units so large values may be needed to overcome small depth differences.
source§fn specialize(
pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayout,
key: MaterialPipelineKey<Self>
) -> Result<(), SpecializedMeshPipelineError>
fn specialize( pipeline: &MaterialPipeline<Self>, descriptor: &mut RenderPipelineDescriptor, layout: &MeshVertexBufferLayout, key: MaterialPipelineKey<Self> ) -> Result<(), SpecializedMeshPipelineError>
Customizes the default [
RenderPipelineDescriptor] for a specific entity using the entity’s
[MaterialPipelineKey] and [MeshVertexBufferLayout] as input.§fn prepass_vertex_shader() -> ShaderRef
fn prepass_vertex_shader() -> ShaderRef
Returns this material’s prepass vertex shader. If [
ShaderRef::Default] is returned, the default prepass vertex shader
will be used.§fn prepass_fragment_shader() -> ShaderRef
fn prepass_fragment_shader() -> ShaderRef
Returns this material’s prepass fragment shader. If [
ShaderRef::Default] is returned, the default prepass fragment shader
will be used.source§impl<M> Material2d for RustGpu<M>where
M: Material2d + RustGpuMaterial,
M::Data: Clone,
impl<M> Material2d for RustGpu<M>where M: Material2d + RustGpuMaterial, M::Data: Clone,
source§fn vertex_shader() -> ShaderRef
fn vertex_shader() -> ShaderRef
Returns this material’s vertex shader. If [
ShaderRef::Default] is returned, the default mesh vertex shader
will be used.source§fn fragment_shader() -> ShaderRef
fn fragment_shader() -> ShaderRef
Returns this material’s fragment shader. If [
ShaderRef::Default] is returned, the default mesh fragment shader
will be used.source§fn specialize(
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayout,
key: Material2dKey<Self>
) -> Result<(), SpecializedMeshPipelineError>
fn specialize( descriptor: &mut RenderPipelineDescriptor, layout: &MeshVertexBufferLayout, key: Material2dKey<Self> ) -> Result<(), SpecializedMeshPipelineError>
Customizes the default [
RenderPipelineDescriptor].source§impl<M> Ord for RustGpu<M>where
M: Ord,
impl<M> Ord for RustGpu<M>where M: Ord,
source§impl<M> PartialEq<RustGpu<M>> for RustGpu<M>where
M: PartialEq,
impl<M> PartialEq<RustGpu<M>> for RustGpu<M>where M: PartialEq,
source§impl<M> PartialOrd<RustGpu<M>> for RustGpu<M>where
M: PartialOrd,
impl<M> PartialOrd<RustGpu<M>> for RustGpu<M>where M: PartialOrd,
1.0.0 · source§fn le(&self, other: &Rhs) -> bool
fn le(&self, other: &Rhs) -> bool
This method tests less than or equal to (for
self and other) and is used by the <=
operator. Read moreimpl<M> Eq for RustGpu<M>where M: Eq,
Auto Trait Implementations§
impl<M> RefUnwindSafe for RustGpu<M>where M: RefUnwindSafe,
impl<M> Send for RustGpu<M>where M: Send,
impl<M> Sync for RustGpu<M>where M: Sync,
impl<M> Unpin for RustGpu<M>where M: Unpin,
impl<M> UnwindSafe for RustGpu<M>where M: UnwindSafe,
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere U: ShaderType, &'a T: for<'a> Into<U>,
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T [ShaderType] for self. When used in [AsBindGroup]
derives, it is safe to assume that all images in self exist.§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
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.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Convert
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)
Convert
&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)
Convert
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.source§impl<Q, K> Equivalent<K> for Qwhere
Q: Eq + ?Sized,
K: Borrow<Q> + ?Sized,
impl<Q, K> Equivalent<K> for Qwhere Q: Eq + ?Sized, K: Borrow<Q> + ?Sized,
source§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Compare self to
key and return true if they are equal.§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self using data from the given [World]