struct SkyFactory {
layout: BindGroupLayout,
uniforms: ResHandle<Buffer>,
view: ResHandle<TextureView>,
sampler: ResHandle<Sampler>,
}Expand description
The sky family’s factory.
The family owns its whole group 0: its shader reads a uniform block, a cube map and a sampler the example keeps, and nothing of the frame’s. The recipe it hands the renderer therefore declares exactly those three as its inputs (GlobalRecipe::own), so the group is rebuilt when the example replaces one of them and never because a draw moved to another camera.
Fields§
§layout: BindGroupLayoutThe layout the group must match.
uniforms: ResHandle<Buffer>The uniform block the group binds.
view: ResHandle<TextureView>The cube map’s view.
sampler: ResHandle<Sampler>The cube map’s sampler.
Trait Implementations§
Source§impl RenderPipelineFactory<RenderPipelineDesc> for SkyFactory
impl RenderPipelineFactory<RenderPipelineDesc> for SkyFactory
Source§fn descriptor(
&self,
_context: &FamilyContext<'_>,
value: &SpecializedPipeline<RenderPipeline, RenderPipelineDesc>,
) -> RegisteredRenderPipeline
fn descriptor( &self, _context: &FamilyContext<'_>, value: &SpecializedPipeline<RenderPipeline, RenderPipelineDesc>, ) -> RegisteredRenderPipeline
The description of the pipeline for
value, as the renderer should
register it.Auto Trait Implementations§
impl !RefUnwindSafe for SkyFactory
impl !UnwindSafe for SkyFactory
impl Forget for SkyFactory
impl Freeze for SkyFactory
impl Send for SkyFactory
impl Sync for SkyFactory
impl Unpin for SkyFactory
impl UnsafeUnpin for SkyFactory
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T: ?Sized,
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