pub struct MainTransparentPass3dNode;Expand description
A bevy_render::render_graph::Node that runs the Transparent3d
ViewSortedRenderPhases.
Trait Implementations§
Source§impl Default for MainTransparentPass3dNode
impl Default for MainTransparentPass3dNode
Source§fn default() -> MainTransparentPass3dNode
fn default() -> MainTransparentPass3dNode
Returns the “default value” for a type. Read more
Source§impl ViewNode for MainTransparentPass3dNode
impl ViewNode for MainTransparentPass3dNode
Source§type ViewQuery = (&'static ExtractedCamera, &'static ExtractedView, &'static ViewTarget, &'static ViewDepthTexture, Option<&'static MainPassResolutionOverride>)
type ViewQuery = (&'static ExtractedCamera, &'static ExtractedView, &'static ViewTarget, &'static ViewDepthTexture, Option<&'static MainPassResolutionOverride>)
The query that will be used on the view entity.
It is guaranteed to run on the view entity, so there’s no need for a filter
Source§fn run(
&self,
graph: &mut RenderGraphContext<'_>,
render_context: &mut RenderContext<'_>,
_: <<MainTransparentPass3dNode as ViewNode>::ViewQuery as QueryData>::Item<'_, '_>,
world: &World,
) -> Result<(), NodeRunError>
fn run( &self, graph: &mut RenderGraphContext<'_>, render_context: &mut RenderContext<'_>, _: <<MainTransparentPass3dNode as ViewNode>::ViewQuery as QueryData>::Item<'_, '_>, world: &World, ) -> Result<(), NodeRunError>
Runs the graph node logic, issues draw calls, updates the output slots and
optionally queues up subgraphs for execution. The graph data, input and output values are
passed via the
RenderGraphContext.Auto Trait Implementations§
impl Freeze for MainTransparentPass3dNode
impl RefUnwindSafe for MainTransparentPass3dNode
impl Send for MainTransparentPass3dNode
impl Sync for MainTransparentPass3dNode
impl Unpin for MainTransparentPass3dNode
impl UnwindSafe for MainTransparentPass3dNode
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§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 exist.Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
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T: Any,
impl<T> Downcast for Twhere
T: Any,
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fn into_any(self: Box<T>) -> Box<dyn Any>
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Convert
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fn as_any(&self) -> &(dyn Any + 'static)
Convert
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
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Source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
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Source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
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