pub struct RenderViewLightProbes<C>where
C: LightProbeComponent,{ /* private fields */ }
Expand description
A component, part of the render world, that stores the mapping from asset ID or IDs to the texture index in the appropriate binding arrays.
Cubemap textures belonging to environment maps are collected into binding arrays, and the index of each texture is presented to the shader for runtime lookup. 3D textures belonging to reflection probes are likewise collected into binding arrays, and the shader accesses the 3D texture by index.
This component is attached to each view in the render world, because each view may have a different set of light probes that it considers and therefore the texture indices are per-view.
Trait Implementations§
Source§impl<C> Component for RenderViewLightProbes<C>
impl<C> Component for RenderViewLightProbes<C>
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
A constant indicating the storage type used for this component.
Source§fn register_required_components(
requiree: ComponentId,
components: &mut Components,
storages: &mut Storages,
required_components: &mut RequiredComponents,
inheritance_depth: u16,
)
fn register_required_components( requiree: ComponentId, components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, inheritance_depth: u16, )
Registers required components.
Source§fn register_component_hooks(hooks: &mut ComponentHooks)
fn register_component_hooks(hooks: &mut ComponentHooks)
Called when registering this component, allowing mutable access to its
ComponentHooks
.Source§impl<C> Default for RenderViewLightProbes<C>where
C: Default + LightProbeComponent,
<C as LightProbeComponent>::AssetId: Default,
<C as LightProbeComponent>::ViewLightProbeInfo: Default,
impl<C> Default for RenderViewLightProbes<C>where
C: Default + LightProbeComponent,
<C as LightProbeComponent>::AssetId: Default,
<C as LightProbeComponent>::ViewLightProbeInfo: Default,
Source§fn default() -> RenderViewLightProbes<C>
fn default() -> RenderViewLightProbes<C>
Returns the “default value” for a type. Read more
Auto Trait Implementations§
impl<C> Freeze for RenderViewLightProbes<C>
impl<C> RefUnwindSafe for RenderViewLightProbes<C>where
<C as LightProbeComponent>::ViewLightProbeInfo: RefUnwindSafe,
<C as LightProbeComponent>::AssetId: RefUnwindSafe,
impl<C> Send for RenderViewLightProbes<C>
impl<C> Sync for RenderViewLightProbes<C>
impl<C> Unpin for RenderViewLightProbes<C>where
<C as LightProbeComponent>::ViewLightProbeInfo: Unpin,
<C as LightProbeComponent>::AssetId: Unpin,
impl<C> UnwindSafe for RenderViewLightProbes<C>where
<C as LightProbeComponent>::ViewLightProbeInfo: UnwindSafe,
<C as LightProbeComponent>::AssetId: UnwindSafe,
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,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§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
Source§fn register_required_components(
components: &mut Components,
storages: &mut Storages,
required_components: &mut RequiredComponents,
)
fn register_required_components( components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, )
Registers components that are required by the components in this
Bundle
.Source§fn get_component_ids(
components: &Components,
ids: &mut impl FnMut(Option<ComponentId>),
)
fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
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fn as_any(&self) -> &(dyn Any + 'static)
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Convert
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impl<T> DowncastSync for T
Source§impl<C> DynamicBundle for Cwhere
C: Component,
impl<C> DynamicBundle for Cwhere
C: Component,
fn get_components(self, func: &mut impl FnMut(StorageType, OwningPtr<'_>))
Source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
Source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates Self
using default()
.
Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
Source§fn in_current_span(self) -> Instrumented<Self> ⓘ
fn in_current_span(self) -> Instrumented<Self> ⓘ
Source§impl<T> IntoEither for T
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Source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
Converts
self
into a Left
variant of Either<Self, Self>
if into_left
is true
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Converts self
into a Right
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
Converts
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variant of Either<Self, Self>
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