pub struct PbrPlugin {
pub prepass_enabled: bool,
pub add_default_deferred_lighting_plugin: bool,
pub use_gpu_instance_buffer_builder: bool,
pub debug_flags: RenderDebugFlags,
}
Expand description
Sets up the entire PBR infrastructure of bevy.
Fields§
§prepass_enabled: bool
Controls if the prepass is enabled for the StandardMaterial
.
For more information about what a prepass is, see the bevy_core_pipeline::prepass
docs.
add_default_deferred_lighting_plugin: bool
Controls if DeferredPbrLightingPlugin
is added.
use_gpu_instance_buffer_builder: bool
Controls if GPU MeshUniform
building is enabled.
This requires compute shader support and so will be forcibly disabled if the platform doesn’t support those.
debug_flags: RenderDebugFlags
Debugging flags that can optionally be set when constructing the renderer.
Trait Implementations§
Source§impl Plugin for PbrPlugin
impl Plugin for PbrPlugin
Source§fn finish(&self, app: &mut App)
fn finish(&self, app: &mut App)
Finish adding this plugin to the
App
, once all plugins registered are ready. This can
be useful for plugins that depends on another plugin asynchronous setup, like the renderer.Source§fn ready(&self, _app: &App) -> bool
fn ready(&self, _app: &App) -> bool
Has the plugin finished its setup? This can be useful for plugins that need something
asynchronous to happen before they can finish their setup, like the initialization of a renderer.
Once the plugin is ready,
finish
should be called.Source§fn cleanup(&self, _app: &mut App)
fn cleanup(&self, _app: &mut App)
Runs after all plugins are built and finished, but before the app schedule is executed.
This can be useful if you have some resource that other plugins need during their build step,
but after build you want to remove it and send it to another thread.
Auto Trait Implementations§
impl Freeze for PbrPlugin
impl RefUnwindSafe for PbrPlugin
impl Send for PbrPlugin
impl Sync for PbrPlugin
impl Unpin for PbrPlugin
impl UnwindSafe for PbrPlugin
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_rc(self: Rc<T>) -> Rc<dyn Any>
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impl<T> DowncastSend for T
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
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
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variant of Either<Self, Self>
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Converts self
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self
into a Left
variant of Either<Self, Self>
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returns true
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Converts self
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