pub struct ViewTarget { /* private fields */ }
Implementations§
Source§impl ViewTarget
impl ViewTarget
pub const TEXTURE_FORMAT_HDR: TextureFormat = TextureFormat::Rgba16Float
Sourcepub fn get_color_attachment(&self) -> RenderPassColorAttachment<'_>
pub fn get_color_attachment(&self) -> RenderPassColorAttachment<'_>
Retrieve this target’s main texture’s color attachment.
Sourcepub fn get_unsampled_color_attachment(&self) -> RenderPassColorAttachment<'_>
pub fn get_unsampled_color_attachment(&self) -> RenderPassColorAttachment<'_>
Retrieve this target’s “unsampled” main texture’s color attachment.
Sourcepub fn main_texture(&self) -> &Texture
pub fn main_texture(&self) -> &Texture
The “main” unsampled texture.
Sourcepub fn main_texture_other(&self) -> &Texture
pub fn main_texture_other(&self) -> &Texture
The other “main” unsampled texture.
In most cases you should use Self::main_texture
instead and never this.
The textures will naturally be swapped when Self::post_process_write
is called.
A use case for this is to be able to prepare a bind group for all main textures ahead of time.
Sourcepub fn main_texture_view(&self) -> &TextureView
pub fn main_texture_view(&self) -> &TextureView
The “main” unsampled texture.
Sourcepub fn main_texture_other_view(&self) -> &TextureView
pub fn main_texture_other_view(&self) -> &TextureView
The other “main” unsampled texture view.
In most cases you should use Self::main_texture_view
instead and never this.
The textures will naturally be swapped when Self::post_process_write
is called.
A use case for this is to be able to prepare a bind group for all main textures ahead of time.
Sourcepub fn sampled_main_texture(&self) -> Option<&Texture>
pub fn sampled_main_texture(&self) -> Option<&Texture>
The “main” sampled texture.
Sourcepub fn sampled_main_texture_view(&self) -> Option<&TextureView>
pub fn sampled_main_texture_view(&self) -> Option<&TextureView>
The “main” sampled texture view.
pub fn main_texture_format(&self) -> TextureFormat
Sourcepub fn is_hdr(&self) -> bool
pub fn is_hdr(&self) -> bool
Returns true
if and only if the main texture is Self::TEXTURE_FORMAT_HDR
Sourcepub fn out_texture(&self) -> &TextureView
pub fn out_texture(&self) -> &TextureView
The final texture this view will render to.
pub fn out_texture_color_attachment( &self, clear_color: Option<LinearRgba>, ) -> RenderPassColorAttachment<'_>
Sourcepub fn out_texture_format(&self) -> TextureFormat
pub fn out_texture_format(&self) -> TextureFormat
The format of the final texture this view will render to
Sourcepub fn post_process_write(&self) -> PostProcessWrite<'_>
pub fn post_process_write(&self) -> PostProcessWrite<'_>
This will start a new “post process write”, which assumes that the caller
will write the PostProcessWrite
’s source
to the destination
.
source
is the “current” main texture. This will internally flip this
ViewTarget
’s main texture to the destination
texture, so the caller
must ensure source
is copied to destination
, with or without modifications.
Failing to do so will cause the current main texture information to be lost.
Trait Implementations§
Source§impl Component for ViewTarget
impl Component for ViewTarget
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
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impl Freeze for ViewTarget
impl !RefUnwindSafe for ViewTarget
impl Send for ViewTarget
impl Sync for ViewTarget
impl Unpin for ViewTarget
impl !UnwindSafe for ViewTarget
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Source§impl<T, U> AsBindGroupShaderType<U> for T
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