pub struct DeferredOpaquePass3dPbrLightingNode;Trait Implementations§
Source§impl Default for DeferredOpaquePass3dPbrLightingNode
impl Default for DeferredOpaquePass3dPbrLightingNode
Source§fn default() -> DeferredOpaquePass3dPbrLightingNode
fn default() -> DeferredOpaquePass3dPbrLightingNode
Returns the “default value” for a type. Read more
Source§impl ViewNode for DeferredOpaquePass3dPbrLightingNode
impl ViewNode for DeferredOpaquePass3dPbrLightingNode
Source§type ViewQuery = (&'static ViewUniformOffset, &'static ViewLightsUniformOffset, &'static ViewFogUniformOffset, &'static ViewLightProbesUniformOffset, &'static ViewScreenSpaceReflectionsUniformOffset, &'static ViewEnvironmentMapUniformOffset, &'static MeshViewBindGroup, &'static ViewTarget, &'static DeferredLightingIdDepthTexture, &'static DeferredLightingPipeline)
type ViewQuery = (&'static ViewUniformOffset, &'static ViewLightsUniformOffset, &'static ViewFogUniformOffset, &'static ViewLightProbesUniformOffset, &'static ViewScreenSpaceReflectionsUniformOffset, &'static ViewEnvironmentMapUniformOffset, &'static MeshViewBindGroup, &'static ViewTarget, &'static DeferredLightingIdDepthTexture, &'static DeferredLightingPipeline)
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_context: &mut RenderGraphContext<'_>,
render_context: &mut RenderContext<'_>,
_: <<DeferredOpaquePass3dPbrLightingNode as ViewNode>::ViewQuery as QueryData>::Item<'_, '_>,
world: &World,
) -> Result<(), NodeRunError>
fn run( &self, _graph_context: &mut RenderGraphContext<'_>, render_context: &mut RenderContext<'_>, _: <<DeferredOpaquePass3dPbrLightingNode 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 DeferredOpaquePass3dPbrLightingNode
impl RefUnwindSafe for DeferredOpaquePass3dPbrLightingNode
impl Send for DeferredOpaquePass3dPbrLightingNode
impl Sync for DeferredOpaquePass3dPbrLightingNode
impl Unpin for DeferredOpaquePass3dPbrLightingNode
impl UnwindSafe for DeferredOpaquePass3dPbrLightingNode
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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
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