Struct rin::material::StandardMaterial [−][src]
pub struct StandardMaterial {}Show fields
pub base_color_map: Parameter<Option<TextureSampler>>, pub normal_map: Parameter<Option<TextureSampler>>, pub occlusion_map: Parameter<Option<TextureSampler>>, pub metallic_roughness_map: Parameter<Option<TextureSampler>>, pub metallic_map: Parameter<Option<TextureSampler>>, pub roughness_map: Parameter<Option<TextureSampler>>, pub emissive_map: Parameter<Option<TextureSampler>>, pub base_color: Parameter<AlphaColor<f32, Rgb<f32, LinearRgb>>>, pub emissive_color: Parameter<Rgb<f32, LinearRgb>>, pub normal_scale: Parameter<f32>, pub roughness: Parameter<f32>, pub metallic: Parameter<f32>, pub reflectance: Parameter<f32>, pub reflectance_tint: Parameter<f32>, pub double_sided: Parameter<bool>, pub alpha_type: Parameter<AlphaType>, pub shader_precision: Parameter<ShaderPrecision>, pub override_translucent: Parameter<Option<bool>>, pub debug_texcoords: Parameter<bool>, pub debug_normals: Parameter<bool>, // some fields omitted
Fields
base_color_map: Parameter<Option<TextureSampler>>
normal_map: Parameter<Option<TextureSampler>>
occlusion_map: Parameter<Option<TextureSampler>>
metallic_roughness_map: Parameter<Option<TextureSampler>>
metallic_map: Parameter<Option<TextureSampler>>
roughness_map: Parameter<Option<TextureSampler>>
emissive_map: Parameter<Option<TextureSampler>>
base_color: Parameter<AlphaColor<f32, Rgb<f32, LinearRgb>>>
emissive_color: Parameter<Rgb<f32, LinearRgb>>
normal_scale: Parameter<f32>
roughness: Parameter<f32>
metallic: Parameter<f32>
reflectance: Parameter<f32>
reflectance_tint: Parameter<f32>
double_sided: Parameter<bool>
alpha_type: Parameter<AlphaType>
shader_precision: Parameter<ShaderPrecision>
override_translucent: Parameter<Option<bool>>
debug_texcoords: Parameter<bool>
debug_normals: Parameter<bool>
Implementations
impl StandardMaterial
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impl StandardMaterial
[src]pub fn new() -> StandardMaterial
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Trait Implementations
impl Clone for StandardMaterial
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impl Clone for StandardMaterial
[src]pub fn clone(&self) -> StandardMaterial
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pub fn clone_from(&mut self, source: &Self)
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impl Debug for StandardMaterial
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impl Debug for StandardMaterial
[src]impl Default for StandardMaterial
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impl Default for StandardMaterial
[src]pub fn default() -> StandardMaterial
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impl Material for StandardMaterial
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impl Material for StandardMaterial
[src]pub fn type_name(&self) -> &str
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pub fn parameter_names(&self) -> Vec<&str, Global>ⓘ
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pub fn parameters(&self) -> Vec<ParameterAny<'_>, Global>ⓘ
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pub fn parameters_mut(&mut self) -> Vec<ParameterMutAny<'_>, Global>ⓘ
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pub fn parameter(&self, name: &str) -> Option<ParameterAny<'_>>
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pub fn parameter_mut(&mut self, name: &str) -> Option<ParameterMutAny<'_>>
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pub fn parameter_type_name(&self, name: &str) -> Option<&str>
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pub fn reset_changed(&mut self)
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impl MaterialParameterTypes for StandardMaterial
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impl MaterialParameterTypes for StandardMaterial
[src]pub fn uniform_parameters(&self) -> Vec<UniformRef<'_>, Global>ⓘ
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pub fn texture_parameters(&self) -> Vec<UniformRef<'_>, Global>ⓘ
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pub fn cubemap_parameters(&self) -> Vec<UniformRef<'_>, Global>ⓘ
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pub fn properties_parameter(&self) -> Option<&Parameter<Vec<Property, Global>>>
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pub fn alpha_type_parameter(&self) -> Option<&Parameter<AlphaType>>
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pub fn any_uniform_changed(&self) -> bool
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pub fn any_texture_changed(&self) -> bool
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pub fn any_cubemap_changed(&self) -> bool
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pub fn any_data_changed(&self) -> bool
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pub fn has_uniforms(&self) -> bool
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pub fn has_data(&self) -> bool
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pub fn has_textures(&self) -> bool
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pub fn has_cubemaps(&self) -> bool
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pub fn any_uniform_option_changed(&self) -> bool
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pub fn any_texture_option_changed(&self) -> bool
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pub fn any_cubemap_option_changed(&self) -> bool
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pub fn any_data_option_changed(&self) -> bool
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impl PbrMaterial for StandardMaterial
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impl PbrMaterial for StandardMaterial
[src]pub fn base_color(&self) -> &Parameter<AlphaColor<f32, Rgb<f32, LinearRgb>>>
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pub fn metallic_roughness_map(&self) -> Parameter<Option<&TextureSampler>>
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pub fn metallic_map(&self) -> Parameter<Option<&TextureSampler>>
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pub fn roughness_map(&self) -> Parameter<Option<&TextureSampler>>
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pub fn base_color_map(&self) -> Parameter<Option<&TextureSampler>>
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pub fn normal_map(&self) -> Parameter<Option<&TextureSampler>>
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pub fn emissive_map(&self) -> Parameter<Option<&TextureSampler>>
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pub fn occlusion_map(&self) -> Parameter<Option<&TextureSampler>>
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pub fn anisotropy_map(&self) -> Parameter<Option<&TextureSampler>>
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pub fn alpha_ty(&self) -> &Parameter<AlphaType>
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pub fn normal_scale(&self) -> &Parameter<f32>
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pub fn pbr_material_type(&self) -> MaterialType
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pub fn is_double_sided(&self) -> &Parameter<bool>
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pub fn base_color_alpha(&self) -> f32
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pub fn shader_precision(&self) -> &Parameter<ShaderPrecision>
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pub fn override_translucent(&self) -> &Parameter<Option<bool>>
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pub fn debug_texcoords(&self) -> &Parameter<bool>
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pub fn debug_normals(&self) -> &Parameter<bool>
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impl WriteStd140 for StandardMaterial
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impl WriteStd140 for StandardMaterial
[src]pub fn write_std140(&self, data: &mut Data)
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Auto Trait Implementations
impl RefUnwindSafe for StandardMaterial
impl Send for StandardMaterial
impl Sync for StandardMaterial
impl Unpin for StandardMaterial
impl UnwindSafe for StandardMaterial
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<M> FullMaterial for M where
M: 'static + Material,
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impl<M> FullMaterial for M where
M: 'static + Material,
[src]pub fn post_fragment(&self) -> PropertyChanged<Option<&PostFragment>>
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pub fn full_uniforms(&mut self) -> PropertyChanged<Vec<Uniform, Global>>
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pub fn full_textures(
&self,
textures_pool: &TexturesPool,
texture_offset: &mut u32
) -> PropertyChanged<(Vec<Uniform, Global>, u64)>
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&self,
textures_pool: &TexturesPool,
texture_offset: &mut u32
) -> PropertyChanged<(Vec<Uniform, Global>, u64)>
pub fn full_cubemaps(
&self,
textures_pool: &TexturesPool,
texture_offset: &mut u32
) -> PropertyChanged<(Vec<Uniform, Global>, u64)>
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&self,
textures_pool: &TexturesPool,
texture_offset: &mut u32
) -> PropertyChanged<(Vec<Uniform, Global>, u64)>
pub fn full_renderplanes(
&self,
entities: &EntitiesThreadLocal<'_>,
texture_offset: u32
) -> PropertyChanged<Option<(Vec<Uniform, Global>, u64)>>
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&self,
entities: &EntitiesThreadLocal<'_>,
texture_offset: u32
) -> PropertyChanged<Option<(Vec<Uniform, Global>, u64)>>
pub fn material(&self) -> &dyn Material
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pub fn material_mut(&mut self) -> &mut dyn Material
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pub fn full_reset_changed(&mut self)
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impl<M> Material for M where
M: PbrMaterial,
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impl<M> Material for M where
M: PbrMaterial,
[src]pub fn data(&self) -> PropertyChanged<Option<Data>>
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pub fn properties(&self) -> PropertyChanged<Vec<Property, Global>>
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pub fn transparency(&self) -> PropertyChanged<MaterialTransparency>
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pub fn shaders(&self) -> PropertyChanged<Vec<Shader, Global>>
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pub fn program_settings(&self) -> PropertyChanged<ProgramSettings>
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pub fn uniforms(&self) -> PropertyChanged<Vec<Uniform, Global>>
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pub fn textures(&self) -> PropertyChanged<Vec<(&str, TextureSampler), Global>>
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pub fn cubemaps(&self) -> PropertyChanged<Vec<(&str, CubemapSampler), Global>>
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pub fn render_planes(
&self
) -> PropertyChanged<Option<(Entity, &[RenderPlaneAsUniform<'_>])>>
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&self
) -> PropertyChanged<Option<(Entity, &[RenderPlaneAsUniform<'_>])>>
pub fn update(&mut self, EntitiesThreadLocal<'_>, ResourcesThreadLocal<'_>)
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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<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>,
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