pub struct RenderViewLightProbes<C>where
C: LightProbeComponent,{
pub binding_index_to_textures: Vec<C::AssetId>,
pub main_entity_to_render_light_probe_index: MainEntityHashMap<u32>,
/* 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.
Fields§
§binding_index_to_textures: Vec<C::AssetId>The list of environment maps presented to the shader, in order.
main_entity_to_render_light_probe_index: MainEntityHashMap<u32>A mapping from the main world entity to the index in
render_light_probes.
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
Source§type Mutability = Mutable
type Mutability = Mutable
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreSource§impl<C> Default for RenderViewLightProbes<C>
impl<C> Default for RenderViewLightProbes<C>
Source§fn default() -> RenderViewLightProbes<C>
fn default() -> RenderViewLightProbes<C>
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> UnsafeUnpin for RenderViewLightProbes<C>
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
T ShaderType for self. When used in AsBindGroup
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T: ?Sized,
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impl<C> Bundle for Cwhere
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components: &Components,
) -> impl Iterator<Item = Option<ComponentId>>
fn get_component_ids( components: &Components, ) -> impl Iterator<Item = Option<ComponentId>>
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impl<C> BundleFromComponents for Cwhere
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Source§impl<C> DynamicBundle for Cwhere
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impl<C> DynamicBundle for Cwhere
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Source§unsafe fn get_components(
ptr: MovingPtr<'_, C>,
func: &mut impl FnMut(StorageType, OwningPtr<'_>),
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Source§unsafe fn apply_effect(
_ptr: MovingPtr<'_, MaybeUninit<C>>,
_entity: &mut EntityWorldMut<'_>,
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unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )
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