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
Source§fn register_required_components(
requiree: ComponentId,
components: &mut Components,
storages: &mut Storages,
required_components: &mut RequiredComponents,
inheritance_depth: u16,
)
fn register_required_components( requiree: ComponentId, components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, inheritance_depth: u16, )
Source§fn register_component_hooks(hooks: &mut ComponentHooks)
fn register_component_hooks(hooks: &mut ComponentHooks)
ComponentHooks
.Auto Trait Implementations§
impl Freeze for ViewTarget
impl !RefUnwindSafe for ViewTarget
impl Send for ViewTarget
impl Sync for ViewTarget
impl Unpin for ViewTarget
impl !UnwindSafe for ViewTarget
Blanket Implementations§
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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