Struct bevy_render::render_phase::BinnedRenderPhase

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pub struct BinnedRenderPhase<BPI>
where BPI: BinnedPhaseItem,
{ pub batchable_mesh_keys: Vec<BPI::BinKey>, pub unbatchable_mesh_keys: Vec<BPI::BinKey>, pub non_mesh_items: Vec<(BPI::BinKey, Entity)>, /* private fields */ }
Expand description

A collection of all rendering instructions, that will be executed by the GPU, 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 for phases in which the ordering is less critical: for example, Opaque3d. It’s generally faster than the alternative SortedRenderPhase.

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§batchable_mesh_keys: Vec<BPI::BinKey>

A list of BinKeys for batchable items.

These are accumulated in queue_material_meshes and then sorted in batch_and_prepare_binned_render_phase.

§unbatchable_mesh_keys: Vec<BPI::BinKey>

A list of BinKeys for unbatchable items.

These are accumulated in queue_material_meshes and then sorted in batch_and_prepare_binned_render_phase.

§non_mesh_items: Vec<(BPI::BinKey, Entity)>

Items in the bin that aren’t meshes at all.

Bevy itself doesn’t place anything in this list, but plugins or your app can in order to execute custom drawing commands. Draw functions for each entity are simply called in order at rendering time.

See the custom_phase_item example for an example of how to use this.

Implementations§

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impl<BPI> BinnedRenderPhase<BPI>
where BPI: BinnedPhaseItem,

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pub fn add( &mut self, key: BPI::BinKey, entity: Entity, phase_type: BinnedRenderPhaseType )

Bins a new entity.

The phase_type parameter specifies whether the entity is a preprocessable mesh and whether it can be binned with meshes of the same type.

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

Encodes the GPU commands needed to render all entities in this phase.

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pub fn is_empty(&self) -> bool

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pub fn clear(&mut self)

Trait Implementations§

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impl<BPI> Default for BinnedRenderPhase<BPI>
where BPI: BinnedPhaseItem,

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fn default() -> Self

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

Auto Trait Implementations§

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impl<BPI> Freeze for BinnedRenderPhase<BPI>

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impl<BPI> RefUnwindSafe for BinnedRenderPhase<BPI>

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impl<BPI> Send for BinnedRenderPhase<BPI>

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impl<BPI> Sync for BinnedRenderPhase<BPI>

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impl<BPI> Unpin for BinnedRenderPhase<BPI>
where <BPI as BinnedPhaseItem>::BinKey: Unpin,

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impl<BPI> UnwindSafe for BinnedRenderPhase<BPI>

Blanket Implementations§

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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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