Enum rin::material::UniformValueRef[][src]

pub enum UniformValueRef<'a> {
Show variants Float(&'a f32), I32(&'a i32), U32(&'a u32), Bool(&'a bool), Vec2(&'a Matrix<f32, U2, U1, <DefaultAllocator as Allocator<f32, U2, U1>>::Buffer>), Vec3(&'a Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>), Vec4(&'a Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>), IVec2(&'a Matrix<i32, U2, U1, <DefaultAllocator as Allocator<i32, U2, U1>>::Buffer>), IVec3(&'a Matrix<i32, U3, U1, <DefaultAllocator as Allocator<i32, U3, U1>>::Buffer>), IVec4(&'a Matrix<i32, U4, U1, <DefaultAllocator as Allocator<i32, U4, U1>>::Buffer>), UVec2(&'a Matrix<u32, U2, U1, <DefaultAllocator as Allocator<u32, U2, U1>>::Buffer>), UVec3(&'a Matrix<u32, U3, U1, <DefaultAllocator as Allocator<u32, U3, U1>>::Buffer>), UVec4(&'a Matrix<u32, U4, U1, <DefaultAllocator as Allocator<u32, U4, U1>>::Buffer>), Rgb(&'a Rgb<f32, Srgb>), Rgba(&'a AlphaColor<f32, Rgb<f32, Srgb>>), RgbLinear(&'a Rgb<f32, LinearRgb>), RgbaLinear(&'a AlphaColor<f32, Rgb<f32, LinearRgb>>), Texture(&'a TextureSampler), Cubemap(&'a CubemapSampler), Rad(&'a Rad<f32>), Deg(&'a Deg<f32>), Mat4(&'a Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>), Mat3(&'a Matrix<f32, U3, U3, <DefaultAllocator as Allocator<f32, U3, U3>>::Buffer>), ArrayFloat(&'a Vec<f32, Global>), ArrayVec2(&'a Vec<Matrix<f32, U2, U1, <DefaultAllocator as Allocator<f32, U2, U1>>::Buffer>, Global>), ArrayVec3(&'a Vec<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>, Global>), ArrayVec4(&'a Vec<Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>, Global>), ArrayInt(&'a Vec<i32, Global>), ArrayIVec2(&'a Vec<Matrix<i32, U2, U1, <DefaultAllocator as Allocator<i32, U2, U1>>::Buffer>, Global>), ArrayIVec3(&'a Vec<Matrix<i32, U3, U1, <DefaultAllocator as Allocator<i32, U3, U1>>::Buffer>, Global>), ArrayIVec4(&'a Vec<Matrix<i32, U4, U1, <DefaultAllocator as Allocator<i32, U4, U1>>::Buffer>, Global>), ArrayUInt(&'a Vec<u32, Global>), ArrayUVec2(&'a Vec<Matrix<u32, U2, U1, <DefaultAllocator as Allocator<u32, U2, U1>>::Buffer>, Global>), ArrayUVec3(&'a Vec<Matrix<u32, U3, U1, <DefaultAllocator as Allocator<u32, U3, U1>>::Buffer>, Global>), ArrayUVec4(&'a Vec<Matrix<u32, U4, U1, <DefaultAllocator as Allocator<u32, U4, U1>>::Buffer>, Global>), OptionFloat(&'a Option<f32>), OptionI32(&'a Option<i32>), OptionU32(&'a Option<u32>), OptionBool(&'a Option<bool>), OptionVec2(&'a Option<Matrix<f32, U2, U1, <DefaultAllocator as Allocator<f32, U2, U1>>::Buffer>>), OptionVec3(&'a Option<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>), OptionVec4(&'a Option<Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>>), OptionIVec2(&'a Option<Matrix<i32, U2, U1, <DefaultAllocator as Allocator<i32, U2, U1>>::Buffer>>), OptionIVec3(&'a Option<Matrix<i32, U3, U1, <DefaultAllocator as Allocator<i32, U3, U1>>::Buffer>>), OptionIVec4(&'a Option<Matrix<i32, U4, U1, <DefaultAllocator as Allocator<i32, U4, U1>>::Buffer>>), OptionUVec2(&'a Option<Matrix<u32, U2, U1, <DefaultAllocator as Allocator<u32, U2, U1>>::Buffer>>), OptionUVec3(&'a Option<Matrix<u32, U3, U1, <DefaultAllocator as Allocator<u32, U3, U1>>::Buffer>>), OptionUVec4(&'a Option<Matrix<u32, U4, U1, <DefaultAllocator as Allocator<u32, U4, U1>>::Buffer>>), OptionRgb(&'a Option<Rgb<f32, Srgb>>), OptionRgba(&'a Option<AlphaColor<f32, Rgb<f32, Srgb>>>), OptionRgbLinear(&'a Option<Rgb<f32, LinearRgb>>), OptionRgbaLinear(&'a Option<AlphaColor<f32, Rgb<f32, LinearRgb>>>), OptionTexture(&'a Option<TextureSampler>), OptionCubemap(&'a Option<CubemapSampler>), OptionRad(&'a Option<Rad<f32>>), OptionDeg(&'a Option<Deg<f32>>), OptionMat4(&'a Option<Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>>), OptionMat3(&'a Option<Matrix<f32, U3, U3, <DefaultAllocator as Allocator<f32, U3, U3>>::Buffer>>), OptionArrayFloat(&'a Option<Vec<f32, Global>>), OptionArrayVec2(&'a Option<Vec<Matrix<f32, U2, U1, <DefaultAllocator as Allocator<f32, U2, U1>>::Buffer>, Global>>), OptionArrayVec3(&'a Option<Vec<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>, Global>>), OptionArrayVec4(&'a Option<Vec<Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>, Global>>), OptionArrayInt(&'a Option<Vec<i32, Global>>), OptionArrayIVec2(&'a Option<Vec<Matrix<i32, U2, U1, <DefaultAllocator as Allocator<i32, U2, U1>>::Buffer>, Global>>), OptionArrayIVec3(&'a Option<Vec<Matrix<i32, U3, U1, <DefaultAllocator as Allocator<i32, U3, U1>>::Buffer>, Global>>), OptionArrayIVec4(&'a Option<Vec<Matrix<i32, U4, U1, <DefaultAllocator as Allocator<i32, U4, U1>>::Buffer>, Global>>), OptionArrayUInt(&'a Option<Vec<u32, Global>>), OptionArrayUVec2(&'a Option<Vec<Matrix<u32, U2, U1, <DefaultAllocator as Allocator<u32, U2, U1>>::Buffer>, Global>>), OptionArrayUVec3(&'a Option<Vec<Matrix<u32, U3, U1, <DefaultAllocator as Allocator<u32, U3, U1>>::Buffer>, Global>>), OptionArrayUVec4(&'a Option<Vec<Matrix<u32, U4, U1, <DefaultAllocator as Allocator<u32, U4, U1>>::Buffer>, Global>>),
}

Variants

Float(&'a f32)
I32(&'a i32)
U32(&'a u32)
Bool(&'a bool)
Vec2(&'a Matrix<f32, U2, U1, <DefaultAllocator as Allocator<f32, U2, U1>>::Buffer>)
Vec3(&'a Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>)
Vec4(&'a Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>)
IVec2(&'a Matrix<i32, U2, U1, <DefaultAllocator as Allocator<i32, U2, U1>>::Buffer>)
IVec3(&'a Matrix<i32, U3, U1, <DefaultAllocator as Allocator<i32, U3, U1>>::Buffer>)
IVec4(&'a Matrix<i32, U4, U1, <DefaultAllocator as Allocator<i32, U4, U1>>::Buffer>)
UVec2(&'a Matrix<u32, U2, U1, <DefaultAllocator as Allocator<u32, U2, U1>>::Buffer>)
UVec3(&'a Matrix<u32, U3, U1, <DefaultAllocator as Allocator<u32, U3, U1>>::Buffer>)
UVec4(&'a Matrix<u32, U4, U1, <DefaultAllocator as Allocator<u32, U4, U1>>::Buffer>)
Rgb(&'a Rgb<f32, Srgb>)
Rgba(&'a AlphaColor<f32, Rgb<f32, Srgb>>)
RgbLinear(&'a Rgb<f32, LinearRgb>)
RgbaLinear(&'a AlphaColor<f32, Rgb<f32, LinearRgb>>)
Texture(&'a TextureSampler)
Cubemap(&'a CubemapSampler)
Rad(&'a Rad<f32>)
Deg(&'a Deg<f32>)
Mat4(&'a Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>)
Mat3(&'a Matrix<f32, U3, U3, <DefaultAllocator as Allocator<f32, U3, U3>>::Buffer>)
ArrayFloat(&'a Vec<f32, Global>)
ArrayVec2(&'a Vec<Matrix<f32, U2, U1, <DefaultAllocator as Allocator<f32, U2, U1>>::Buffer>, Global>)
ArrayVec3(&'a Vec<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>, Global>)
ArrayVec4(&'a Vec<Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>, Global>)
ArrayInt(&'a Vec<i32, Global>)
ArrayIVec2(&'a Vec<Matrix<i32, U2, U1, <DefaultAllocator as Allocator<i32, U2, U1>>::Buffer>, Global>)
ArrayIVec3(&'a Vec<Matrix<i32, U3, U1, <DefaultAllocator as Allocator<i32, U3, U1>>::Buffer>, Global>)
ArrayIVec4(&'a Vec<Matrix<i32, U4, U1, <DefaultAllocator as Allocator<i32, U4, U1>>::Buffer>, Global>)
ArrayUInt(&'a Vec<u32, Global>)
ArrayUVec2(&'a Vec<Matrix<u32, U2, U1, <DefaultAllocator as Allocator<u32, U2, U1>>::Buffer>, Global>)
ArrayUVec3(&'a Vec<Matrix<u32, U3, U1, <DefaultAllocator as Allocator<u32, U3, U1>>::Buffer>, Global>)
ArrayUVec4(&'a Vec<Matrix<u32, U4, U1, <DefaultAllocator as Allocator<u32, U4, U1>>::Buffer>, Global>)
OptionFloat(&'a Option<f32>)
OptionI32(&'a Option<i32>)
OptionU32(&'a Option<u32>)
OptionBool(&'a Option<bool>)
OptionVec2(&'a Option<Matrix<f32, U2, U1, <DefaultAllocator as Allocator<f32, U2, U1>>::Buffer>>)
OptionVec3(&'a Option<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>)
OptionVec4(&'a Option<Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>>)
OptionIVec2(&'a Option<Matrix<i32, U2, U1, <DefaultAllocator as Allocator<i32, U2, U1>>::Buffer>>)
OptionIVec3(&'a Option<Matrix<i32, U3, U1, <DefaultAllocator as Allocator<i32, U3, U1>>::Buffer>>)
OptionIVec4(&'a Option<Matrix<i32, U4, U1, <DefaultAllocator as Allocator<i32, U4, U1>>::Buffer>>)
OptionUVec2(&'a Option<Matrix<u32, U2, U1, <DefaultAllocator as Allocator<u32, U2, U1>>::Buffer>>)
OptionUVec3(&'a Option<Matrix<u32, U3, U1, <DefaultAllocator as Allocator<u32, U3, U1>>::Buffer>>)
OptionUVec4(&'a Option<Matrix<u32, U4, U1, <DefaultAllocator as Allocator<u32, U4, U1>>::Buffer>>)
OptionRgb(&'a Option<Rgb<f32, Srgb>>)
OptionRgba(&'a Option<AlphaColor<f32, Rgb<f32, Srgb>>>)
OptionRgbLinear(&'a Option<Rgb<f32, LinearRgb>>)
OptionRgbaLinear(&'a Option<AlphaColor<f32, Rgb<f32, LinearRgb>>>)
OptionTexture(&'a Option<TextureSampler>)
OptionCubemap(&'a Option<CubemapSampler>)
OptionRad(&'a Option<Rad<f32>>)
OptionDeg(&'a Option<Deg<f32>>)
OptionMat4(&'a Option<Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>>)
OptionMat3(&'a Option<Matrix<f32, U3, U3, <DefaultAllocator as Allocator<f32, U3, U3>>::Buffer>>)
OptionArrayFloat(&'a Option<Vec<f32, Global>>)
OptionArrayVec2(&'a Option<Vec<Matrix<f32, U2, U1, <DefaultAllocator as Allocator<f32, U2, U1>>::Buffer>, Global>>)
OptionArrayVec3(&'a Option<Vec<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>, Global>>)
OptionArrayVec4(&'a Option<Vec<Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>, Global>>)
OptionArrayInt(&'a Option<Vec<i32, Global>>)
OptionArrayIVec2(&'a Option<Vec<Matrix<i32, U2, U1, <DefaultAllocator as Allocator<i32, U2, U1>>::Buffer>, Global>>)
OptionArrayIVec3(&'a Option<Vec<Matrix<i32, U3, U1, <DefaultAllocator as Allocator<i32, U3, U1>>::Buffer>, Global>>)
OptionArrayIVec4(&'a Option<Vec<Matrix<i32, U4, U1, <DefaultAllocator as Allocator<i32, U4, U1>>::Buffer>, Global>>)
OptionArrayUInt(&'a Option<Vec<u32, Global>>)
OptionArrayUVec2(&'a Option<Vec<Matrix<u32, U2, U1, <DefaultAllocator as Allocator<u32, U2, U1>>::Buffer>, Global>>)
OptionArrayUVec3(&'a Option<Vec<Matrix<u32, U3, U1, <DefaultAllocator as Allocator<u32, U3, U1>>::Buffer>, Global>>)
OptionArrayUVec4(&'a Option<Vec<Matrix<u32, U4, U1, <DefaultAllocator as Allocator<u32, U4, U1>>::Buffer>, Global>>)

Implementations

impl<'a> UniformValueRef<'a>[src]

pub fn is_some(self) -> bool[src]

pub fn float(&self) -> Option<f32>[src]

pub fn int(&self) -> Option<i32>[src]

pub fn uint(&self) -> Option<u32>[src]

pub fn boolean(&self) -> Option<bool>[src]

pub fn vec2(
    &self
) -> Option<Matrix<f32, U2, U1, <DefaultAllocator as Allocator<f32, U2, U1>>::Buffer>>
[src]

pub fn vec3(
    &self
) -> Option<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
[src]

pub fn vec4(
    &self
) -> Option<Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>>
[src]

pub fn rgb(&self) -> Option<Rgb<f32, Srgb>>[src]

pub fn rgba(&self) -> Option<AlphaColor<f32, Rgb<f32, Srgb>>>[src]

pub fn texture(&self) -> Option<TextureSampler>[src]

pub fn cubemap(&self) -> Option<CubemapSampler>[src]

pub fn mat4(
    &self
) -> Option<Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>>
[src]

pub fn mat3(
    &self
) -> Option<Matrix<f32, U3, U3, <DefaultAllocator as Allocator<f32, U3, U3>>::Buffer>>
[src]

Trait Implementations

impl<'a> Clone for UniformValueRef<'a>[src]

impl<'a> Debug for UniformValueRef<'a>[src]

impl<'a> PartialEq<UniformValueRef<'a>> for UniformValueRef<'a>[src]

impl<'a> Copy for UniformValueRef<'a>[src]

impl<'a> StructuralPartialEq for UniformValueRef<'a>[src]

Auto Trait Implementations

impl<'a> RefUnwindSafe for UniformValueRef<'a>

impl<'a> Send for UniformValueRef<'a>

impl<'a> Sync for UniformValueRef<'a>

impl<'a> Unpin for UniformValueRef<'a>

impl<'a> UnwindSafe for UniformValueRef<'a>

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Any for T where
    T: Any
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> Downcast for T where
    T: Any
[src]

impl<T> DowncastSync for T where
    T: Any + Send + Sync
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> IntoPnt<Point<T, U2>> for T where
    T: Scalar
[src]

impl<T> IntoPnt<Point<T, U3>> for T where
    T: Scalar
[src]

impl<T> IntoPnt<Point<T, U4>> for T where
    T: Scalar
[src]

impl<V> IntoPnt<V> for V[src]

impl<V> IntoVec<V> for V[src]

impl<T> JoinPnt<T, Point<T, U2>> for T where
    T: Scalar
[src]

type Output = Point<T, U3>

impl<T> JoinPnt<T, Point<T, U3>> for T where
    T: Scalar
[src]

type Output = Point<T, U4>

impl<T> JoinPnt<T, T> for T where
    T: Scalar
[src]

type Output = Point<T, U2>

impl<T> Pointable for T[src]

type Init = T

The type for initializers.

impl<T> Same<T> for T[src]

type Output = T

Should always be Self

impl<T> Scalar for T where
    T: Copy + PartialEq<T> + Debug + Any
[src]

impl<SS, SP> SupersetOf<SS> for SP where
    SS: SubsetOf<SP>, 
[src]

impl<SS, SP> SupersetOf<SS> for SP where
    SS: SubsetOf<SP>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<V, T> VZip<V> for T where
    V: MultiLane<T>, 
[src]

impl<T> Slottable for T where
    T: Copy
[src]