pub struct SimpleUnlitLane;Expand description
A lane that implements a simple, unlit forward rendering strategy.
This lane takes the extracted scene data from a RenderWorld and generates
GPU commands to render all meshes with a basic, unlit appearance. It does not
perform any lighting calculations, shadow mapping, or post-processing effects.
§Performance Characteristics
- Zero heap allocations during the render pass encoding
- Linear iteration over the extracted mesh list
- Minimal state changes (one pipeline bind per material, ideally)
- Suitable for: High frame rates, simple scenes, or as a debug/fallback renderer
Implementations§
Trait Implementations§
Source§impl Default for SimpleUnlitLane
impl Default for SimpleUnlitLane
Source§fn default() -> SimpleUnlitLane
fn default() -> SimpleUnlitLane
Returns the “default value” for a type. Read more
Source§impl RenderLane for SimpleUnlitLane
impl RenderLane for SimpleUnlitLane
Source§fn strategy_name(&self) -> &'static str
fn strategy_name(&self) -> &'static str
Returns a human-readable identifier for this rendering strategy. Read more
Source§fn get_pipeline_for_material(
&self,
material_uuid: Option<AssetUUID>,
materials: &Assets<Box<dyn Material>>,
) -> RenderPipelineId
fn get_pipeline_for_material( &self, material_uuid: Option<AssetUUID>, materials: &Assets<Box<dyn Material>>, ) -> RenderPipelineId
Gets the appropriate render pipeline for a given material. Read more
Source§fn render(
&self,
render_world: &RenderWorld,
encoder: &mut dyn CommandEncoder,
render_ctx: &RenderContext<'_>,
gpu_meshes: &RwLock<Assets<GpuMesh>>,
materials: &RwLock<Assets<Box<dyn Material>>>,
)
fn render( &self, render_world: &RenderWorld, encoder: &mut dyn CommandEncoder, render_ctx: &RenderContext<'_>, gpu_meshes: &RwLock<Assets<GpuMesh>>, materials: &RwLock<Assets<Box<dyn Material>>>, )
Encodes GPU commands to render the scene into the provided command encoder. Read more
Source§fn estimate_cost(
&self,
render_world: &RenderWorld,
gpu_meshes: &RwLock<Assets<GpuMesh>>,
) -> f32
fn estimate_cost( &self, render_world: &RenderWorld, gpu_meshes: &RwLock<Assets<GpuMesh>>, ) -> f32
Estimates the GPU cost of rendering the given
RenderWorld with this strategy. Read moreAuto Trait Implementations§
impl Freeze for SimpleUnlitLane
impl RefUnwindSafe for SimpleUnlitLane
impl Send for SimpleUnlitLane
impl Sync for SimpleUnlitLane
impl Unpin for SimpleUnlitLane
impl UnwindSafe for SimpleUnlitLane
Blanket Implementations§
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> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more§impl<F, T> IntoSample<T> for Fwhere
T: FromSample<F>,
impl<F, T> IntoSample<T> for Fwhere
T: FromSample<F>,
fn into_sample(self) -> T
§impl<T> Pointable for T
impl<T> Pointable for T
Source§impl<R, P> ReadPrimitive<R> for P
impl<R, P> ReadPrimitive<R> for P
Source§fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
Read this value from the supplied reader. Same as
ReadEndian::read_from_little_endian().