pub struct ViewDepthPyramid {
pub all_mips: TextureView,
pub mips: [TextureView; 12],
pub mip_count: u32,
}
Expand description
Stores a hierarchical Z-buffer for a view, which is a series of mipmaps useful for efficient occlusion culling.
This will only be present on a view when occlusion culling is enabled.
Fields§
§all_mips: TextureView
A texture view containing the entire depth texture.
mips: [TextureView; 12]
A series of texture views containing one mip level each.
mip_count: u32
The total number of mipmap levels.
This is the base-2 logarithm of the greatest dimension of the depth buffer, rounded up.
Implementations§
Source§impl ViewDepthPyramid
impl ViewDepthPyramid
Sourcepub fn new(
render_device: &RenderDevice,
texture_cache: &mut TextureCache,
depth_pyramid_dummy_texture: &TextureView,
size: UVec2,
texture_label: &'static str,
texture_view_label: &'static str,
) -> ViewDepthPyramid
pub fn new( render_device: &RenderDevice, texture_cache: &mut TextureCache, depth_pyramid_dummy_texture: &TextureView, size: UVec2, texture_label: &'static str, texture_view_label: &'static str, ) -> ViewDepthPyramid
Allocates a new depth pyramid for a depth buffer with the given size.
Sourcepub fn create_bind_group<'a, R>(
&'a self,
render_device: &RenderDevice,
label: &'static str,
bind_group_layout: &BindGroupLayout,
source_image: R,
sampler: &'a Sampler,
) -> BindGroupwhere
R: IntoBinding<'a>,
pub fn create_bind_group<'a, R>(
&'a self,
render_device: &RenderDevice,
label: &'static str,
bind_group_layout: &BindGroupLayout,
source_image: R,
sampler: &'a Sampler,
) -> BindGroupwhere
R: IntoBinding<'a>,
Creates a bind group that allows the depth buffer to be attached to the
downsample_depth.wgsl
shader.
Sourcepub fn downsample_depth(
&self,
label: &str,
render_context: &mut RenderContext<'_>,
view_size: UVec2,
downsample_depth_bind_group: &BindGroup,
downsample_depth_first_pipeline: &ComputePipeline,
downsample_depth_second_pipeline: &ComputePipeline,
)
pub fn downsample_depth( &self, label: &str, render_context: &mut RenderContext<'_>, view_size: UVec2, downsample_depth_bind_group: &BindGroup, downsample_depth_first_pipeline: &ComputePipeline, downsample_depth_second_pipeline: &ComputePipeline, )
Invokes the shaders to generate the hierarchical Z-buffer.
This is intended to be invoked as part of a render node.
Trait Implementations§
Source§impl Component for ViewDepthPyramid
impl Component for ViewDepthPyramid
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.
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Component<Mutability = Mutable>
],
while immutable components will instead have [Component<Mutability = Immutable>
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requiree: ComponentId,
components: &mut ComponentsRegistrator<'_>,
required_components: &mut RequiredComponents,
inheritance_depth: u16,
recursion_check_stack: &mut Vec<ComponentId>,
)
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Registers required components.
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Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
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Read moreAuto Trait Implementations§
impl Freeze for ViewDepthPyramid
impl !RefUnwindSafe for ViewDepthPyramid
impl Send for ViewDepthPyramid
impl Sync for ViewDepthPyramid
impl Unpin for ViewDepthPyramid
impl !UnwindSafe for ViewDepthPyramid
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Source§impl<T, U> AsBindGroupShaderType<U> for T
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