Struct bevy_sprite::PreparedMaterial2d
source · pub struct PreparedMaterial2d<T: Material2d> {
pub bindings: Vec<(u32, OwnedBindingResource)>,
pub bind_group: BindGroup,
pub key: T::Data,
pub depth_bias: f32,
}
Expand description
Data prepared for a Material2d
instance.
Fields§
§bindings: Vec<(u32, OwnedBindingResource)>
§bind_group: BindGroup
§key: T::Data
§depth_bias: f32
Implementations§
source§impl<T: Material2d> PreparedMaterial2d<T>
impl<T: Material2d> PreparedMaterial2d<T>
pub fn get_bind_group_id(&self) -> Material2dBindGroupId
Trait Implementations§
source§impl<M: Material2d> RenderAsset for PreparedMaterial2d<M>
impl<M: Material2d> RenderAsset for PreparedMaterial2d<M>
§type SourceAsset = M
type SourceAsset = M
The representation of the asset in the “main world”.
§type Param = (Res<'static, RenderDevice>, Res<'static, RenderAssets<GpuImage>>, Res<'static, FallbackImage>, Res<'static, Material2dPipeline<M>>)
type Param = (Res<'static, RenderDevice>, Res<'static, RenderAssets<GpuImage>>, Res<'static, FallbackImage>, Res<'static, Material2dPipeline<M>>)
Specifies all ECS data required by
RenderAsset::prepare_asset
. Read moresource§fn prepare_asset(
material: Self::SourceAsset,
(render_device, images, fallback_image, pipeline): &mut SystemParamItem<'_, '_, Self::Param>,
) -> Result<Self, PrepareAssetError<Self::SourceAsset>>
fn prepare_asset( material: Self::SourceAsset, (render_device, images, fallback_image, pipeline): &mut SystemParamItem<'_, '_, Self::Param>, ) -> Result<Self, PrepareAssetError<Self::SourceAsset>>
source§fn asset_usage(_source_asset: &Self::SourceAsset) -> RenderAssetUsages
fn asset_usage(_source_asset: &Self::SourceAsset) -> RenderAssetUsages
Whether or not to unload the asset after extracting it to the render world.
source§fn byte_len(source_asset: &Self::SourceAsset) -> Option<usize>
fn byte_len(source_asset: &Self::SourceAsset) -> Option<usize>
Size of the data the asset will upload to the gpu. Specifying a return value
will allow the asset to be throttled via
RenderAssetBytesPerFrame
.Auto Trait Implementations§
impl<T> Freeze for PreparedMaterial2d<T>
impl<T> RefUnwindSafe for PreparedMaterial2d<T>
impl<T> Send for PreparedMaterial2d<T>
impl<T> Sync for PreparedMaterial2d<T>
impl<T> Unpin for PreparedMaterial2d<T>
impl<T> UnwindSafe for PreparedMaterial2d<T>
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.