Trait maplibre::render::render_phase::RenderCommand

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pub trait RenderCommand<P: PhaseItem> {
    // Required method
    fn render<'w>(
        world: &'w World,
        item: &P,
        pass: &mut TrackedRenderPass<'w>
    ) -> RenderCommandResult;
}
Expand description

RenderCommand is a trait that runs an ECS query and produces one or more TrackedRenderPass calls. Types implementing this trait can be composed (as tuples).

They can be registered as a Draw function via the [AddRenderCommand::add_render_command] method.

§Example

The DrawPbr draw function is created from the following render command tuple. Const generics are used to set specific bind group locations:

pub type DrawPbr = (
    SetItemPipeline,
    SetMeshViewBindGroup<0>,
    SetStandardMaterialBindGroup<1>,
    SetTransformBindGroup<2>,
    DrawMesh,
);

Required Methods§

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fn render<'w>( world: &'w World, item: &P, pass: &mut TrackedRenderPass<'w> ) -> RenderCommandResult

Renders the PhaseItem by issuing draw calls via the TrackedRenderPass.

Object Safety§

This trait is not object safe.

Implementations on Foreign Types§

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impl<P: PhaseItem, C0: RenderCommand<P>> RenderCommand<P> for (C0,)

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fn render<'w>( world: &'w World, item: &P, pass: &mut TrackedRenderPass<'w> ) -> RenderCommandResult

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impl<P: PhaseItem, C0: RenderCommand<P>, C1: RenderCommand<P>> RenderCommand<P> for (C0, C1)

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fn render<'w>( world: &'w World, item: &P, pass: &mut TrackedRenderPass<'w> ) -> RenderCommandResult

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impl<P: PhaseItem, C0: RenderCommand<P>, C1: RenderCommand<P>, C2: RenderCommand<P>> RenderCommand<P> for (C0, C1, C2)

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fn render<'w>( world: &'w World, item: &P, pass: &mut TrackedRenderPass<'w> ) -> RenderCommandResult

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impl<P: PhaseItem, C0: RenderCommand<P>, C1: RenderCommand<P>, C2: RenderCommand<P>, C3: RenderCommand<P>> RenderCommand<P> for (C0, C1, C2, C3)

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fn render<'w>( world: &'w World, item: &P, pass: &mut TrackedRenderPass<'w> ) -> RenderCommandResult

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impl<P: PhaseItem, C0: RenderCommand<P>, C1: RenderCommand<P>, C2: RenderCommand<P>, C3: RenderCommand<P>, C4: RenderCommand<P>> RenderCommand<P> for (C0, C1, C2, C3, C4)

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fn render<'w>( world: &'w World, item: &P, pass: &mut TrackedRenderPass<'w> ) -> RenderCommandResult

Implementors§