pub struct TerrainRendererGPU {
pub ready: bool,
pub pos_to_tile: HashMap<ChunkPos, usize>,
pub tiles: Vec<TerrainRenderTileGPU>,
pub dirty: Vec<Option<(ChunkPos, u32, u32, Vec<u8>)>>,
}Expand description
Holds the tiles used for rendering. Note that all tiles are not necessarily rendered.
Fields§
§ready: boolTrue if the renderer has been initialized (i.e., the bind group of each tiles have been created and is ready for rendering)
pos_to_tile: HashMap<ChunkPos, usize>Mapping of the tile position (x, z) to its tile index in the tiles vector
tiles: Vec<TerrainRenderTileGPU>A list of terrain render tiles that make up the entire terrain.
dirty: Vec<Option<(ChunkPos, u32, u32, Vec<u8>)>>Implementations§
Source§impl TerrainRendererGPU
impl TerrainRendererGPU
pub fn extract_dirty( main_terrain_extractor: &TerrainExtractor, render_terrain_extractor: &mut TerrainExtractor, terrain_renderer_query: Query<'_, '_, &TerrainRenderer>, gpu_terrain_renderer: &mut TerrainRendererGPU, )
pub fn upload_dirty( gpu_terrain_renderer: ResMut<'_, TerrainRendererGPU>, textures: Res<'_, RenderAssets<GpuTexture>>, render_instance: Res<'_, RenderInstance>, )
pub fn prepare_bind_groups( asset_server: Res<'_, AssetServer>, gpu_terrain_renderer: ResMut<'_, TerrainRendererGPU>, )
Trait Implementations§
Source§impl Default for TerrainRendererGPU
impl Default for TerrainRendererGPU
Source§fn default() -> TerrainRendererGPU
fn default() -> TerrainRendererGPU
Returns the “default value” for a type. Read more
impl Resource for TerrainRendererGPU
Auto Trait Implementations§
impl Freeze for TerrainRendererGPU
impl !RefUnwindSafe for TerrainRendererGPU
impl Send for TerrainRendererGPU
impl Sync for TerrainRendererGPU
impl Unpin for TerrainRendererGPU
impl !UnwindSafe for TerrainRendererGPU
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