Struct bevy_render::render_phase::BinnedRenderPhasePlugin
source · pub struct BinnedRenderPhasePlugin<BPI, GFBD>(/* private fields */)
where
BPI: BinnedPhaseItem,
GFBD: GetFullBatchData;
Expand description
A convenient abstraction for adding all the systems necessary for a binned render phase to the render app.
This is the version used when the pipeline supports GPU preprocessing: e.g. 3D PBR meshes.
Trait Implementations§
source§impl<BPI, GFBD> Default for BinnedRenderPhasePlugin<BPI, GFBD>where
BPI: BinnedPhaseItem,
GFBD: GetFullBatchData,
impl<BPI, GFBD> Default for BinnedRenderPhasePlugin<BPI, GFBD>where
BPI: BinnedPhaseItem,
GFBD: GetFullBatchData,
source§impl<BPI, GFBD> Plugin for BinnedRenderPhasePlugin<BPI, GFBD>
impl<BPI, GFBD> Plugin for BinnedRenderPhasePlugin<BPI, GFBD>
source§fn ready(&self, _app: &App) -> bool
fn ready(&self, _app: &App) -> bool
Has the plugin finished its setup? This can be useful for plugins that need something
asynchronous to happen before they can finish their setup, like the initialization of a renderer.
Once the plugin is ready,
finish
should be called.source§fn finish(&self, _app: &mut App)
fn finish(&self, _app: &mut App)
Finish adding this plugin to the
App
, once all plugins registered are ready. This can
be useful for plugins that depends on another plugin asynchronous setup, like the renderer.source§fn cleanup(&self, _app: &mut App)
fn cleanup(&self, _app: &mut App)
Runs after all plugins are built and finished, but before the app schedule is executed.
This can be useful if you have some resource that other plugins need during their build step,
but after build you want to remove it and send it to another thread.
Auto Trait Implementations§
impl<BPI, GFBD> Freeze for BinnedRenderPhasePlugin<BPI, GFBD>
impl<BPI, GFBD> RefUnwindSafe for BinnedRenderPhasePlugin<BPI, GFBD>where
BPI: RefUnwindSafe,
GFBD: RefUnwindSafe,
impl<BPI, GFBD> Send for BinnedRenderPhasePlugin<BPI, GFBD>where
GFBD: Send,
impl<BPI, GFBD> Sync for BinnedRenderPhasePlugin<BPI, GFBD>where
GFBD: Sync,
impl<BPI, GFBD> Unpin for BinnedRenderPhasePlugin<BPI, GFBD>
impl<BPI, GFBD> UnwindSafe for BinnedRenderPhasePlugin<BPI, GFBD>where
BPI: UnwindSafe,
GFBD: 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
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given World
.