Struct bevy_render::view::ViewTarget

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pub struct ViewTarget { /* private fields */ }

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impl ViewTarget

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pub const TEXTURE_FORMAT_HDR: TextureFormat = TextureFormat::Rgba16Float

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pub fn get_color_attachment(&self) -> RenderPassColorAttachment<'_>

Retrieve this target’s main texture’s color attachment.

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pub fn get_unsampled_color_attachment(&self) -> RenderPassColorAttachment<'_>

Retrieve this target’s “unsampled” main texture’s color attachment.

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pub fn main_texture(&self) -> &Texture

The “main” unsampled texture.

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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.

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pub fn main_texture_view(&self) -> &TextureView

The “main” unsampled texture.

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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.

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pub fn sampled_main_texture(&self) -> Option<&Texture>

The “main” sampled texture.

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pub fn sampled_main_texture_view(&self) -> Option<&TextureView>

The “main” sampled texture view.

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pub fn main_texture_format(&self) -> TextureFormat

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pub fn is_hdr(&self) -> bool

Returns true if and only if the main texture is Self::TEXTURE_FORMAT_HDR

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pub fn out_texture(&self) -> &TextureView

The final texture this view will render to.

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pub fn out_texture_color_attachment( &self, clear_color: Option<LinearRgba> ) -> RenderPassColorAttachment<'_>

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pub fn out_texture_format(&self) -> TextureFormat

The format of the final texture this view will render to

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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§

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impl Component for ViewTarget
where Self: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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fn register_component_hooks(_hooks: &mut ComponentHooks)

Called when registering this component, allowing mutable access to its ComponentHooks.

Auto Trait 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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impl<C> Bundle for C
where C: Component,

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fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId) )

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unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
where F: for<'a> FnMut(&'a mut T) -> OwningPtr<'a>,

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fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>) )

Gets this Bundle’s component ids. This will be None if the component has not been registered.
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fn get_components(self, func: &mut impl FnMut(StorageType, OwningPtr<'_>))

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