Struct rin::scene::water::WaterMaterial [−][src]
pub struct WaterMaterial {
pub parameters: Parameters,
pub msaa_samples: Parameter<u32>,
pub dudv_map: Parameter<TextureSampler>,
pub normal_map: Parameter<TextureSampler>,
// some fields omitted
}Fields
parameters: Parametersmsaa_samples: Parameter<u32>dudv_map: Parameter<TextureSampler>normal_map: Parameter<TextureSampler>Implementations
impl WaterMaterial[src]
impl WaterMaterial[src]pub fn parameters_mut(&mut self) -> &mut Parameters[src]
pub fn parameters_changed(&self) -> bool[src]
pub fn lighting_parameters_changed(&self) -> bool[src]
pub fn shader_precision_changed(&self) -> bool[src]
pub fn buffers_changed(&self) -> bool[src]
pub fn entity(&self) -> Entity[src]
pub fn priority(&self) -> Option<i32>[src]
Trait Implementations
impl Material for WaterMaterial[src]
impl Material for WaterMaterial[src]pub fn type_name(&self) -> &str[src]
pub fn parameter_names(&self) -> Vec<&str, Global>ⓘ[src]
pub fn parameters(&self) -> Vec<ParameterAny<'_>, Global>ⓘ[src]
pub fn parameters_mut(&mut self) -> Vec<ParameterMutAny<'_>, Global>ⓘ[src]
pub fn parameter(&self, name: &str) -> Option<ParameterAny<'_>>[src]
pub fn parameter_mut(&mut self, name: &str) -> Option<ParameterMutAny<'_>>[src]
pub fn parameter_type_name(&self, name: &str) -> Option<&str>[src]
pub fn reset_changed(&mut self)[src]
impl Material for WaterMaterial[src]
impl Material for WaterMaterial[src]pub fn data(&self) -> PropertyChanged<Option<Data>>[src]
pub fn render_planes(
&self
) -> PropertyChanged<Option<(Entity, &[RenderPlaneAsUniform<'_>])>>[src]
&self
) -> PropertyChanged<Option<(Entity, &[RenderPlaneAsUniform<'_>])>>
pub fn properties(&self) -> PropertyChanged<Vec<Property, Global>>[src]
pub fn transparency(&self) -> PropertyChanged<MaterialTransparency>[src]
pub fn shaders(&self) -> PropertyChanged<Vec<Shader, Global>>[src]
pub fn program_settings(&self) -> PropertyChanged<ProgramSettings>[src]
pub fn uniforms(&self) -> PropertyChanged<Vec<Uniform, Global>>[src]
pub fn textures(&self) -> PropertyChanged<Vec<(&str, TextureSampler), Global>>[src]
pub fn cubemaps(&self) -> PropertyChanged<Vec<(&str, CubemapSampler), Global>>[src]
pub fn update(&mut self, EntitiesThreadLocal<'_>, ResourcesThreadLocal<'_>)[src]
impl MaterialParameterTypes for WaterMaterial[src]
impl MaterialParameterTypes for WaterMaterial[src]pub fn uniform_parameters(&self) -> Vec<UniformRef<'_>, Global>ⓘ[src]
pub fn texture_parameters(&self) -> Vec<UniformRef<'_>, Global>ⓘ[src]
pub fn cubemap_parameters(&self) -> Vec<UniformRef<'_>, Global>ⓘ[src]
pub fn properties_parameter(&self) -> Option<&Parameter<Vec<Property, Global>>>[src]
pub fn alpha_type_parameter(&self) -> Option<&Parameter<AlphaType>>[src]
pub fn any_uniform_changed(&self) -> bool[src]
pub fn any_texture_changed(&self) -> bool[src]
pub fn any_cubemap_changed(&self) -> bool[src]
pub fn any_data_changed(&self) -> bool[src]
pub fn has_uniforms(&self) -> bool[src]
pub fn has_data(&self) -> bool[src]
pub fn has_textures(&self) -> bool[src]
pub fn has_cubemaps(&self) -> bool[src]
pub fn any_uniform_option_changed(&self) -> bool[src]
pub fn any_texture_option_changed(&self) -> bool[src]
pub fn any_cubemap_option_changed(&self) -> bool[src]
pub fn any_data_option_changed(&self) -> bool[src]
impl WriteStd140 for WaterMaterial[src]
impl WriteStd140 for WaterMaterial[src]pub fn write_std140(&self, data: &mut Data)[src]
Auto Trait Implementations
impl !RefUnwindSafe for WaterMaterial
impl !Send for WaterMaterial
impl !Sync for WaterMaterial
impl Unpin for WaterMaterial
impl !UnwindSafe for WaterMaterial
Blanket Implementations
impl<M> FullMaterial for M where
M: 'static + Material, [src]
impl<M> FullMaterial for M where
M: 'static + Material, [src]pub fn post_fragment(&self) -> PropertyChanged<Option<&PostFragment>>[src]
pub fn full_uniforms(&mut self) -> PropertyChanged<Vec<Uniform, Global>>[src]
pub fn full_textures(
&self,
textures_pool: &TexturesPool,
texture_offset: &mut u32
) -> PropertyChanged<(Vec<Uniform, Global>, u64)>[src]
&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)>[src]
&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)>>[src]
&self,
entities: &EntitiesThreadLocal<'_>,
texture_offset: u32
) -> PropertyChanged<Option<(Vec<Uniform, Global>, u64)>>
pub fn material(&self) -> &dyn Material[src]
pub fn material_mut(&mut self) -> &mut dyn Material[src]
pub fn full_reset_changed(&mut self)[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]