bevy_render::render_phase

Struct SortedRenderPhase

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pub struct SortedRenderPhase<I>
where I: SortedPhaseItem,
{ pub items: Vec<I>, }
Expand description

A collection of all items to be rendered that will be encoded to GPU commands for a single render phase for a single view.

Each view (camera, or shadow-casting light, etc.) can have one or multiple render phases. They are used to queue entities for rendering. Multiple phases might be required due to different sorting/batching behaviors (e.g. opaque: front to back, transparent: back to front) or because one phase depends on the rendered texture of the previous phase (e.g. for screen-space reflections). All PhaseItems are then rendered using a single TrackedRenderPass. The render pass might be reused for multiple phases to reduce GPU overhead.

This flavor of render phase is used only for meshes that need to be sorted back-to-front, such as transparent meshes. For items that don’t need strict sorting, BinnedRenderPhase is preferred, for performance.

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§items: Vec<I>

The items within this SortedRenderPhase.

Implementations§

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impl<I> SortedRenderPhase<I>
where I: SortedPhaseItem,

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pub fn add(&mut self, item: I)

Adds a PhaseItem to this render phase.

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pub fn clear(&mut self)

Removes all PhaseItems from this render phase.

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pub fn sort(&mut self)

Sorts all of its PhaseItems.

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pub fn iter_entities(&self) -> impl Iterator<Item = Entity> + '_

An Iterator through the associated Entity for each PhaseItem in order.

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pub fn render<'w>( &self, render_pass: &mut TrackedRenderPass<'w>, world: &'w World, view: Entity, )

Renders all of its PhaseItems using their corresponding draw functions.

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pub fn render_range<'w>( &self, render_pass: &mut TrackedRenderPass<'w>, world: &'w World, view: Entity, range: impl SliceIndex<[I], Output = [I]>, )

Renders all PhaseItems in the provided range (based on their index in self.items) using their corresponding draw functions.

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impl<I> Default for SortedRenderPhase<I>
where I: SortedPhaseItem,

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fn default() -> Self

Returns the “default value” for a type. Read more

Auto Trait Implementations§

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impl<I> Freeze for SortedRenderPhase<I>

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impl<I> RefUnwindSafe for SortedRenderPhase<I>
where I: RefUnwindSafe,

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impl<I> Send for SortedRenderPhase<I>

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impl<I> Sync for SortedRenderPhase<I>

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impl<I> Unpin for SortedRenderPhase<I>
where I: Unpin,

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impl<I> UnwindSafe for SortedRenderPhase<I>
where I: UnwindSafe,

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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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.
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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fn from_world(_world: &mut World) -> T

Creates Self using data from the given World.
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Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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