Module bevy_render::render_phase
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The modular rendering abstraction responsible for queuing, preparing, sorting and drawing entities as part of separate render phases.
In Bevy each view (camera, or shadow-casting light, etc.) has one or multiple render phases (e.g. opaque, transparent, shadow, etc). 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).
To draw an entity, a corresponding PhaseItem has to be added to one or multiple of these
render phases for each view that it is visible in.
This must be done in the RenderSet::Queue.
After that the render phase sorts them in the RenderSet::PhaseSort.
Finally the items are rendered using a single TrackedRenderPass, during
the RenderSet::Render.
Therefore each phase item is assigned a Draw function.
These set up the state of the TrackedRenderPass (i.e. select the
RenderPipeline, configure the
BindGroups, etc.) and then issue a draw call,
for the corresponding item.
The Draw function trait can either be implemented directly or such a function can be
created by composing multiple RenderCommands.
Structs§
- A collection of all rendering instructions, that will be executed by the GPU, for a single render phase for a single view.
- Information about a single batch of entities rendered using binned phase items.
- A convenient abstraction for adding all the systems necessary for a binned render phase to the render app.
- An identifier for a
Drawfunction stored inDrawFunctions. - Stores all draw functions for the
PhaseItemtype hidden behind a reader-writer lock. - The “extra index” associated with some
PhaseItems, alongside the indirect instance index. - Wraps a
RenderCommandinto a state so that it can be used as aDrawfunction. - A
RenderCommandthat sets the pipeline for theCachedRenderPipelinePhaseItem. - A collection of all items to be rendered that will be encoded to GPU commands for a single render phase for a single view.
- A convenient abstraction for adding all the systems necessary for a sorted render phase to the render app.
- A
RenderPass, which tracks the current pipeline state to skip redundant operations. - Stores the rendering instructions for a single phase that uses bins in all views.
- A distance calculator for the draw order of
PhaseItems. - Stores the rendering instructions for a single phase that sorts items in all views.
Enums§
- Identifies the list within
BinnedRenderPhasethat a phase item is to be placed in. - The result of a
RenderCommand.
Traits§
- Registers a
RenderCommandas aDrawfunction. They are stored inside theDrawFunctionsresource of the app. - Represents phase items that are placed into bins. The
BinKeyspecifies which bin they’re to be placed in. Bin keys are sorted, and items within the same bin are eligible to be batched together. The elements within the bins aren’t themselves sorted. - A
PhaseItemitem, that automatically sets the appropriate render pipeline, cached in thePipelineCache. - A draw function used to draw
PhaseItems. - An item (entity of the render world) which will be drawn to a texture or the screen, as part of a render phase.
RenderCommands are modular standardized pieces of render logic that can be composed intoDrawfunctions.- Represents phase items that must be sorted. The
SortKeyspecifies the order that these items are drawn in. These are placed into a single array, and the array as a whole is then sorted.
Functions§
- This system sorts the
PhaseItems of allSortedRenderPhases of this type.