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>[src]
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]
&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>>[src]
&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>>[src]
&self
) -> Option<Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>>
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]
&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>>[src]
&self
) -> Option<Matrix<f32, U3, U3, <DefaultAllocator as Allocator<f32, U3, U3>>::Buffer>>
Trait Implementations
impl<'a> Clone for UniformValueRef<'a>[src]
impl<'a> Clone for UniformValueRef<'a>[src]pub fn clone(&self) -> UniformValueRef<'a>[src]
pub fn clone_from(&mut self, source: &Self)1.0.0[src]
impl<'a> Debug for UniformValueRef<'a>[src]
impl<'a> Debug for UniformValueRef<'a>[src]impl<'a> PartialEq<UniformValueRef<'a>> for UniformValueRef<'a>[src]
impl<'a> PartialEq<UniformValueRef<'a>> for UniformValueRef<'a>[src]pub fn eq(&self, other: &UniformValueRef<'a>) -> bool[src]
pub fn ne(&self, other: &UniformValueRef<'a>) -> bool[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> DowncastSync for T where
T: Any + Send + Sync, [src]
impl<T> DowncastSync for T where
T: Any + Send + Sync, [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]pub fn to_subset(&self) -> Option<SS>[src]
pub fn is_in_subset(&self) -> bool[src]
pub fn to_subset_unchecked(&self) -> SS[src]
pub fn from_subset(element: &SS) -> SP[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]pub fn to_subset(&self) -> Option<SS>[src]
pub fn is_in_subset(&self) -> bool[src]
pub fn to_subset_unchecked(&self) -> SS[src]
pub fn from_subset(element: &SS) -> SP[src]
impl<T> Slottable for T where
T: Copy, [src]
T: Copy,