[−][src]Struct rin::gl::DirectionalLight
A light with no position that throws parallel rays on a specific direction
Methods
impl DirectionalLight
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impl DirectionalLight
pub fn new() -> DirectionalLight
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pub fn new() -> DirectionalLight
Creates a DirectionalLight
pub fn color(&self) -> &Rgb<f32>
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pub fn color(&self) -> &Rgb<f32>
Returns the color of this light.
pub fn strength(&self) -> f32
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pub fn strength(&self) -> f32
Returns the strength of this light, a multiplier of the color
pub fn radius(&self) -> f32
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pub fn radius(&self) -> f32
Radius of the light, defines how soft are the shadows
pub fn set_color<C: ToRgb + ToRgba>(&mut self, color: &C)
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pub fn set_color<C: ToRgb + ToRgba>(&mut self, color: &C)
pub fn set_strength(&mut self, strength: f32)
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pub fn set_strength(&mut self, strength: f32)
pub fn direction(&self) -> Vec3
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pub fn direction(&self) -> Vec3
pub fn set_radius(&mut self, radius: f32)
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pub fn set_radius(&mut self, radius: f32)
pub fn data(&self) -> Data
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pub fn data(&self) -> Data
pub fn with_shadow_maps<'l, S: DirectionalShadowMap<G>, G, B: Borrow<S>>(
&'l self,
shadow_maps: Vec<B>
) -> DirectionalLightWithShadowMap<'l, S, G, B>
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pub fn with_shadow_maps<'l, S: DirectionalShadowMap<G>, G, B: Borrow<S>>(
&'l self,
shadow_maps: Vec<B>
) -> DirectionalLightWithShadowMap<'l, S, G, B>
Combines a reference to this light with one or more shadow maps
When drawing with the returned light, the shadows will be applied
Once can use more than one shadow map to for example draw static geometry in one map and dynamic in another so only the dynamic geometry needs to be redrawn each frame
Trait Implementations
impl NodeRef for DirectionalLight
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impl NodeRef for DirectionalLight
fn node(&self) -> &Node
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fn node(&self) -> &Node
fn position(&self) -> Pnt3
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fn position(&self) -> Pnt3
Returns the local position of this node
fn orientation(&self) -> UnitQuat
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fn orientation(&self) -> UnitQuat
Returns the orientation of this node as a quaternion which is how it's stored internally Read more
fn rotation(&self) -> Rotation3<f32>
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fn rotation(&self) -> Rotation3<f32>
Returns the orientation of this node as a Rotation3. Read more
fn scale(&self) -> Vec3
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fn scale(&self) -> Vec3
Returns the current local scale
fn x_axis(&self) -> Unit<Vec3>
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fn x_axis(&self) -> Unit<Vec3>
The node orientation x axis
fn y_axis(&self) -> Unit<Vec3>
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fn y_axis(&self) -> Unit<Vec3>
The node orientation y axis
fn z_axis(&self) -> Unit<Vec3>
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fn z_axis(&self) -> Unit<Vec3>
The node orientation z axis
fn local_transformation(&self) -> Mat4
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fn local_transformation(&self) -> Mat4
Local transformation matrix
fn global_transformation(&self) -> Mat4
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fn global_transformation(&self) -> Mat4
Global transformation matrix
fn global_position(&self) -> Pnt3
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fn global_position(&self) -> Pnt3
Global position of this node
fn global_orientation(&self) -> UnitQuat
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fn global_orientation(&self) -> UnitQuat
Global orientation of this node
fn global_scale(&self) -> Vec3
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fn global_scale(&self) -> Vec3
Global scale of this node
fn inv_local_transformation(&self) -> Mat4
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fn inv_local_transformation(&self) -> Mat4
Inverse local transformation of this node Read more
fn inv_global_transformation(&self) -> Mat4
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fn inv_global_transformation(&self) -> Mat4
Inverse global transformation of this node Read more
impl NodeMut for DirectionalLight
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impl NodeMut for DirectionalLight
fn node_mut(&mut self) -> &mut Node
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fn node_mut(&mut self) -> &mut Node
fn set_scale(&mut self, _s: Vec3)
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fn set_scale(&mut self, _s: Vec3)
fn update_with_parent_flags(
&mut self,
parent: Option<&Node>,
flags: Flags
) -> bool
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fn update_with_parent_flags(
&mut self,
parent: Option<&Node>,
flags: Flags
) -> bool
fn update_with_parent(&mut self, parent: Option<&Node>) -> bool
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fn update_with_parent(&mut self, parent: Option<&Node>) -> bool
Updates the internal matrices including the glonal matrices using the optional parent passed as argument Read more
fn look_at(&mut self, at: &Pnt3, up: &Vec3)
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fn look_at(&mut self, at: &Pnt3, up: &Vec3)
Changes the orientation of the node to look at the passed position using the up vector
fn rotate(&mut self, angle: Rad<f32>, axis: &Unit<Vec3>)
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fn rotate(&mut self, angle: Rad<f32>, axis: &Unit<Vec3>)
Rotate this note a certain angle around the axis of rotation
fn append_orientation(&mut self, rot: &UnitQuat)
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fn append_orientation(&mut self, rot: &UnitQuat)
Append the passed quaternion to the current local orientation
fn tilt(&mut self, angle: Rad<f32>)
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fn tilt(&mut self, angle: Rad<f32>)
rotate this node around it's local x axis
fn pan(&mut self, angle: Rad<f32>)
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fn pan(&mut self, angle: Rad<f32>)
rotate this node around it's local y axis
fn roll(&mut self, angle: Rad<f32>)
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fn roll(&mut self, angle: Rad<f32>)
rotate this node around it's local z axis
fn translate(&mut self, t: &Vec3)
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fn translate(&mut self, t: &Vec3)
Append a translation to the current local position
fn set_position(&mut self, pos: Pnt3)
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fn set_position(&mut self, pos: Pnt3)
Sets the local position of this node
fn set_angle_axis(&mut self, angle: Rad<f32>, axis: &Unit<Vec3>)
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fn set_angle_axis(&mut self, angle: Rad<f32>, axis: &Unit<Vec3>)
Sets the orientation for this node from an angle and axis of rotation
fn set_orientation(&mut self, q: UnitQuat)
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fn set_orientation(&mut self, q: UnitQuat)
Sets the orientation for this node from a quaternion
impl Render3d for DirectionalLight
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impl Render3d for DirectionalLight
fn render<R: RenderSurface>(&self, gl: &Renderer<R>) where
Self: Sized,
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fn render<R: RenderSurface>(&self, gl: &Renderer<R>) where
Self: Sized,
impl Light for DirectionalLight
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impl Light for DirectionalLight
Auto Trait Implementations
impl Send for DirectionalLight
impl Send for DirectionalLight
impl Sync for DirectionalLight
impl Sync for DirectionalLight
Blanket Implementations
impl<T, U> Into for T where
U: From<T>,
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impl<T, U> Into for T where
U: From<T>,
impl<T> From for T
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impl<T> From for T
impl<T, U> TryFrom for T where
T: From<U>,
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impl<T, U> TryFrom for T where
T: From<U>,
type Error = !
try_from
)The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
impl<T> Borrow for T where
T: ?Sized,
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impl<T> Borrow for T where
T: ?Sized,
impl<T> Any for T where
T: 'static + ?Sized,
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impl<T> Any for T where
T: 'static + ?Sized,
fn get_type_id(&self) -> TypeId
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fn get_type_id(&self) -> TypeId
impl<T, U> TryInto for T where
U: TryFrom<T>,
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impl<T, U> TryInto for T where
U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
try_from
)The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
impl<T> BorrowMut for T where
T: ?Sized,
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impl<T> BorrowMut for T where
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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fn borrow_mut(&mut self) -> &mut T
impl<T> Any for T where
T: Any,
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impl<T> Any for T where
T: Any,
fn get_type_id(&self) -> TypeId
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fn get_type_id(&self) -> TypeId
impl<T> SetParameter for T
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impl<T> SetParameter for T
fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Result where
T: Parameter<Self>,
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fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Result where
T: Parameter<Self>,
Sets value
as a parameter of self
.
impl<V> IntoVec for V
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impl<V> IntoVec for V
impl<V> IntoPnt for V
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impl<V> IntoPnt for V
impl<T> Same for T
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impl<T> Same for T
type Output = T
Should always be Self
impl<SS, SP> SupersetOf for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf for SP where
SS: SubsetOf<SP>,
fn to_subset(&self) -> Option<SS>
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fn to_subset(&self) -> Option<SS>
fn is_in_subset(&self) -> bool
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fn is_in_subset(&self) -> bool
unsafe fn to_subset_unchecked(&self) -> SS
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unsafe fn to_subset_unchecked(&self) -> SS
fn from_subset(element: &SS) -> SP
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fn from_subset(element: &SS) -> SP