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 PhaseItem
s 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.
Fields§
§items: Vec<I>
The items within this SortedRenderPhase
.
Implementations§
Source§impl<I> SortedRenderPhase<I>where
I: SortedPhaseItem,
impl<I> SortedRenderPhase<I>where
I: SortedPhaseItem,
Sourcepub fn iter_entities(&self) -> impl Iterator<Item = Entity> + '_
pub fn iter_entities(&self) -> impl Iterator<Item = Entity> + '_
Sourcepub fn render<'w>(
&self,
render_pass: &mut TrackedRenderPass<'w>,
world: &'w World,
view: Entity,
) -> Result<(), DrawError>
pub fn render<'w>( &self, render_pass: &mut TrackedRenderPass<'w>, world: &'w World, view: Entity, ) -> Result<(), DrawError>
Renders all of its PhaseItem
s using their corresponding draw functions.
Sourcepub fn render_range<'w>(
&self,
render_pass: &mut TrackedRenderPass<'w>,
world: &'w World,
view: Entity,
range: impl SliceIndex<[I], Output = [I]>,
) -> Result<(), DrawError>
pub fn render_range<'w>( &self, render_pass: &mut TrackedRenderPass<'w>, world: &'w World, view: Entity, range: impl SliceIndex<[I], Output = [I]>, ) -> Result<(), DrawError>
Renders all PhaseItem
s in the provided range
(based on their index in self.items
) using their corresponding draw functions.
Trait Implementations§
Source§impl<I> Default for SortedRenderPhase<I>where
I: SortedPhaseItem,
impl<I> Default for SortedRenderPhase<I>where
I: SortedPhaseItem,
Auto Trait Implementations§
impl<I> Freeze for SortedRenderPhase<I>
impl<I> RefUnwindSafe for SortedRenderPhase<I>where
I: RefUnwindSafe,
impl<I> Send for SortedRenderPhase<I>
impl<I> Sync for SortedRenderPhase<I>
impl<I> Unpin for SortedRenderPhase<I>where
I: Unpin,
impl<I> UnwindSafe for SortedRenderPhase<I>where
I: UnwindSafe,
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Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
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. When used in AsBindGroup
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