Struct bevy_sprite::SetSpriteViewBindGroup 
source · pub struct SetSpriteViewBindGroup<const I: usize>;Trait Implementations§
source§impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetSpriteViewBindGroup<I>
 
impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetSpriteViewBindGroup<I>
§type Param = ()
 
type Param = ()
Specifies the general ECS data (e.g. resources) required by 
RenderCommand::render. Read more§type ViewQuery = (&'static ViewUniformOffset, &'static SpriteViewBindGroup)
 
type ViewQuery = (&'static ViewUniformOffset, &'static SpriteViewBindGroup)
Specifies the ECS data of the view entity required by 
RenderCommand::render. Read more§type ItemQuery = ()
 
type ItemQuery = ()
Specifies the ECS data of the item entity required by 
RenderCommand::render. Read moresource§fn render<'w>(
    _item: &P,
    (view_uniform, sprite_view_bind_group): ROQueryItem<'w, Self::ViewQuery>,
    _entity: Option<()>,
    _param: SystemParamItem<'w, '_, Self::Param>,
    pass: &mut TrackedRenderPass<'w>
) -> RenderCommandResult
 
fn render<'w>( _item: &P, (view_uniform, sprite_view_bind_group): ROQueryItem<'w, Self::ViewQuery>, _entity: Option<()>, _param: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w> ) -> RenderCommandResult
Renders a 
PhaseItem by recording commands (e.g. setting pipelines, binding bind groups,
issuing draw calls, etc.) via the TrackedRenderPass.Auto Trait Implementations§
impl<const I: usize> Freeze for SetSpriteViewBindGroup<I>
impl<const I: usize> RefUnwindSafe for SetSpriteViewBindGroup<I>
impl<const I: usize> Send for SetSpriteViewBindGroup<I>
impl<const I: usize> Sync for SetSpriteViewBindGroup<I>
impl<const I: usize> Unpin for SetSpriteViewBindGroup<I>
impl<const I: usize> UnwindSafe for SetSpriteViewBindGroup<I>
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.