Struct bevy::pbr::MeshInputUniform
source · #[repr(C)]pub struct MeshInputUniform {
pub world_from_local: [Vec4; 3],
pub lightmap_uv_rect: UVec2,
pub flags: u32,
pub previous_input_index: u32,
}
Expand description
Information that has to be transferred from CPU to GPU in order to produce
the full MeshUniform
.
This is essentially a subset of the fields in MeshUniform
above.
Fields§
§world_from_local: [Vec4; 3]
Affine 4x3 matrix transposed to 3x4.
lightmap_uv_rect: UVec2
Four 16-bit unsigned normalized UV values packed into a UVec2
:
<--- MSB LSB --->
+---- min v ----+ +---- min u ----+
lightmap_uv_rect.x: vvvvvvvv vvvvvvvv uuuuuuuu uuuuuuuu,
+---- max v ----+ +---- max u ----+
lightmap_uv_rect.y: VVVVVVVV VVVVVVVV UUUUUUUU UUUUUUUU,
(MSB: most significant bit; LSB: least significant bit.)
flags: u32
Various MeshFlags
.
previous_input_index: u32
The index of this mesh’s MeshInputUniform
in the previous frame’s
buffer, if applicable.
This is used for TAA. If not present, this will be u32::MAX
.
Trait Implementations§
source§impl Clone for MeshInputUniform
impl Clone for MeshInputUniform
source§fn clone(&self) -> MeshInputUniform
fn clone(&self) -> MeshInputUniform
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moresource§impl CreateFrom for MeshInputUniformwhere
MeshInputUniform: ShaderType<ExtraMetadata = StructMetadata<4>>,
[Vec4; 3]: for<'__> CreateFrom,
UVec2: for<'__> CreateFrom,
u32: for<'__> CreateFrom + for<'__> CreateFrom,
impl CreateFrom for MeshInputUniformwhere
MeshInputUniform: ShaderType<ExtraMetadata = StructMetadata<4>>,
[Vec4; 3]: for<'__> CreateFrom,
UVec2: for<'__> CreateFrom,
u32: for<'__> CreateFrom + for<'__> CreateFrom,
fn create_from<B>(reader: &mut Reader<B>) -> MeshInputUniformwhere
B: BufferRef,
source§impl ReadFrom for MeshInputUniformwhere
MeshInputUniform: ShaderType<ExtraMetadata = StructMetadata<4>>,
[Vec4; 3]: for<'__> ReadFrom,
UVec2: for<'__> ReadFrom,
u32: for<'__> ReadFrom + for<'__> ReadFrom,
impl ReadFrom for MeshInputUniformwhere
MeshInputUniform: ShaderType<ExtraMetadata = StructMetadata<4>>,
[Vec4; 3]: for<'__> ReadFrom,
UVec2: for<'__> ReadFrom,
u32: for<'__> ReadFrom + for<'__> ReadFrom,
source§impl ShaderSize for MeshInputUniform
impl ShaderSize for MeshInputUniform
source§const SHADER_SIZE: NonZero<u64> = _
const SHADER_SIZE: NonZero<u64> = _
Represents WGSL Size (equivalent to
ShaderType::min_size
)source§impl ShaderType for MeshInputUniformwhere
[Vec4; 3]: ShaderType + ShaderSize,
UVec2: ShaderType + ShaderSize,
u32: ShaderType + ShaderSize,
impl ShaderType for MeshInputUniformwhere
[Vec4; 3]: ShaderType + ShaderSize,
UVec2: ShaderType + ShaderSize,
u32: ShaderType + ShaderSize,
source§fn assert_uniform_compat()
fn assert_uniform_compat()
Asserts that
Self
meets the requirements of the
uniform address space restrictions on stored values and the
uniform address space layout constraints Read moresource§impl WriteInto for MeshInputUniformwhere
MeshInputUniform: ShaderType<ExtraMetadata = StructMetadata<4>>,
[Vec4; 3]: for<'__> WriteInto,
UVec2: for<'__> WriteInto,
u32: for<'__> WriteInto + for<'__> WriteInto,
impl WriteInto for MeshInputUniformwhere
MeshInputUniform: ShaderType<ExtraMetadata = StructMetadata<4>>,
[Vec4; 3]: for<'__> WriteInto,
UVec2: for<'__> WriteInto,
u32: for<'__> WriteInto + for<'__> WriteInto,
fn write_into<B>(&self, writer: &mut Writer<B>)where
B: BufferMut,
impl Copy for MeshInputUniform
impl Pod for MeshInputUniform
Auto Trait Implementations§
impl Freeze for MeshInputUniform
impl RefUnwindSafe for MeshInputUniform
impl Send for MeshInputUniform
impl Sync for MeshInputUniform
impl Unpin for MeshInputUniform
impl UnwindSafe for MeshInputUniform
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> CheckedBitPattern for Twhere
T: AnyBitPattern,
impl<T> CheckedBitPattern for Twhere
T: AnyBitPattern,
§type Bits = T
type Bits = T
Self
must have the same layout as the specified Bits
except for
the possible invalid bit patterns being checked during
is_valid_bit_pattern
.source§fn is_valid_bit_pattern(_bits: &T) -> bool
fn is_valid_bit_pattern(_bits: &T) -> bool
If this function returns true, then it must be valid to reinterpret
bits
as &Self
.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.