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)
Rgba(&'a AlphaColor<f32, Rgb<f32, Srgb>>)
RgbaLinear(&'a AlphaColor<f32, Rgb<f32, LinearRgb>>)
Texture(&'a TextureSampler)
Cubemap(&'a CubemapSampler)
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>)
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>)
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>)
OptionTexture(&'a Option<TextureSampler>)
OptionCubemap(&'a Option<CubemapSampler>)
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>>)
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>>)
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>
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impl<'a> UniformValueRef<'a>
[src]pub fn is_some(self) -> bool
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pub fn float(&self) -> Option<f32>
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pub fn int(&self) -> Option<i32>
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pub fn uint(&self) -> Option<u32>
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pub fn boolean(&self) -> Option<bool>
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pub fn vec2(
&self
) -> Option<Matrix<f32, U2, U1, <DefaultAllocator as Allocator<f32, U2, U1>>::Buffer>>
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&self
) -> Option<Matrix<f32, U2, U1, <DefaultAllocator as Allocator<f32, U2, U1>>::Buffer>>
pub fn vec3(
&self
) -> Option<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
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&self
) -> Option<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
pub fn vec4(
&self
) -> Option<Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>>
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&self
) -> Option<Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>>
pub fn rgb(&self) -> Option<Rgb<f32, Srgb>>
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pub fn rgba(&self) -> Option<AlphaColor<f32, Rgb<f32, Srgb>>>
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pub fn texture(&self) -> Option<TextureSampler>
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pub fn cubemap(&self) -> Option<CubemapSampler>
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pub fn mat4(
&self
) -> Option<Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>>
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&self
) -> Option<Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>>
pub fn mat3(
&self
) -> Option<Matrix<f32, U3, U3, <DefaultAllocator as Allocator<f32, U3, U3>>::Buffer>>
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&self
) -> Option<Matrix<f32, U3, U3, <DefaultAllocator as Allocator<f32, U3, U3>>::Buffer>>
Trait Implementations
impl<'a> Clone for UniformValueRef<'a>
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impl<'a> Clone for UniformValueRef<'a>
[src]pub fn clone(&self) -> UniformValueRef<'a>
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pub fn clone_from(&mut self, source: &Self)
1.0.0[src]
impl<'a> Debug for UniformValueRef<'a>
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impl<'a> Debug for UniformValueRef<'a>
[src]impl<'a> PartialEq<UniformValueRef<'a>> for UniformValueRef<'a>
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impl<'a> PartialEq<UniformValueRef<'a>> for UniformValueRef<'a>
[src]pub fn eq(&self, other: &UniformValueRef<'a>) -> bool
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pub fn ne(&self, other: &UniformValueRef<'a>) -> bool
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impl<'a> Copy for UniformValueRef<'a>
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impl<'a> StructuralPartialEq for UniformValueRef<'a>
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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> DowncastSync for T where
T: Any + Send + Sync,
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impl<T> DowncastSync for T where
T: Any + Send + Sync,
[src]impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
[src]pub fn to_subset(&self) -> Option<SS>
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pub fn is_in_subset(&self) -> bool
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pub fn to_subset_unchecked(&self) -> SS
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pub fn from_subset(element: &SS) -> SP
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
[src]pub fn to_subset(&self) -> Option<SS>
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pub fn is_in_subset(&self) -> bool
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pub fn to_subset_unchecked(&self) -> SS
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pub fn from_subset(element: &SS) -> SP
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impl<T> Slottable for T where
T: Copy,
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T: Copy,