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: Parameters
msaa_samples: Parameter<u32>
dudv_map: Parameter<TextureSampler>
normal_map: Parameter<TextureSampler>
Implementations
impl WaterMaterial
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impl WaterMaterial
[src]pub fn parameters_mut(&mut self) -> &mut Parameters
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pub fn parameters_changed(&self) -> bool
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pub fn lighting_parameters_changed(&self) -> bool
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pub fn shader_precision_changed(&self) -> bool
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pub fn buffers_changed(&self) -> bool
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pub fn entity(&self) -> Entity
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pub fn priority(&self) -> Option<i32>
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Trait Implementations
impl Material for WaterMaterial
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impl Material for WaterMaterial
[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 Material for WaterMaterial
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impl Material for WaterMaterial
[src]pub fn data(&self) -> PropertyChanged<Option<Data>>
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pub fn render_planes(
&self
) -> PropertyChanged<Option<(Entity, &[RenderPlaneAsUniform<'_>])>>
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&self
) -> PropertyChanged<Option<(Entity, &[RenderPlaneAsUniform<'_>])>>
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 update(&mut self, EntitiesThreadLocal<'_>, ResourcesThreadLocal<'_>)
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impl MaterialParameterTypes for WaterMaterial
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impl MaterialParameterTypes for WaterMaterial
[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 WriteStd140 for WaterMaterial
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impl WriteStd140 for WaterMaterial
[src]pub fn write_std140(&self, data: &mut Data)
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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,
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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<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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