Struct ringl::pbr_material::PbrMaterial [−][src]
pub struct PbrMaterial<Program = Program> { /* fields omitted */ }
Methods
impl<Program: Borrow<Program>> PbrMaterial<Program>
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impl<Program: Borrow<Program>> PbrMaterial<Program>
pub fn new() -> PbrMaterial<Program>
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pub fn new() -> PbrMaterial<Program>
pub fn new_with_tex(tex: Texture) -> PbrMaterial<Program>
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pub fn new_with_tex(tex: Texture) -> PbrMaterial<Program>
pub fn new_with_custom_program(program: Program) -> PbrMaterial<Program>
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pub fn new_with_custom_program(program: Program) -> PbrMaterial<Program>
pub fn new_with_custom_program_tex(
program: Program,
tex: Texture
) -> PbrMaterial<Program>
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pub fn new_with_custom_program_tex(
program: Program,
tex: Texture
) -> PbrMaterial<Program>
pub fn texture(&self) -> Option<&Texture>
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pub fn texture(&self) -> Option<&Texture>
pub fn normal_map(&self) -> Option<&Texture>
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pub fn normal_map(&self) -> Option<&Texture>
pub fn set_texture<T: Into<Option<Texture>>>(
&mut self,
texture: T
) -> Option<Texture>
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pub fn set_texture<T: Into<Option<Texture>>>(
&mut self,
texture: T
) -> Option<Texture>
pub fn set_normal_map<T: Into<Option<Texture>>>(
&mut self,
texture: T
) -> Option<Texture>
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pub fn set_normal_map<T: Into<Option<Texture>>>(
&mut self,
texture: T
) -> Option<Texture>
pub fn set_program(&mut self, program: Program)
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pub fn set_program(&mut self, program: Program)
pub fn set_diffuse<C: ToRgba>(&mut self, color: &C)
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pub fn set_diffuse<C: ToRgba>(&mut self, color: &C)
pub fn diffuse(&self) -> &Rgba<f32>
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pub fn diffuse(&self) -> &Rgba<f32>
pub fn set_emissive<C: ToRgba>(&mut self, color: &C)
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pub fn set_emissive<C: ToRgba>(&mut self, color: &C)
pub fn emissive(&self) -> &Rgba<f32>
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pub fn emissive(&self) -> &Rgba<f32>
pub fn metallic(&self) -> f32
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pub fn metallic(&self) -> f32
pub fn roughness(&self) -> f32
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pub fn roughness(&self) -> f32
pub fn num_directional_lights(&self) -> i32
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pub fn num_directional_lights(&self) -> i32
pub fn num_point_lights(&self) -> i32
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pub fn num_point_lights(&self) -> i32
pub fn num_spot_lights(&self) -> i32
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pub fn num_spot_lights(&self) -> i32
pub fn double_sided(&self) -> bool
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pub fn double_sided(&self) -> bool
pub fn set_metallic(&mut self, metallic: f32)
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pub fn set_metallic(&mut self, metallic: f32)
pub fn set_shininess(&mut self, shininess: f32)
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pub fn set_shininess(&mut self, shininess: f32)
pub fn set_roughness(&mut self, roughness: f32)
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pub fn set_roughness(&mut self, roughness: f32)
pub fn set_num_directional_lights(&mut self, num_lights: i32)
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pub fn set_num_directional_lights(&mut self, num_lights: i32)
pub fn set_num_spot_lights(&mut self, num_lights: i32)
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pub fn set_num_spot_lights(&mut self, num_lights: i32)
pub fn set_num_point_lights(&mut self, num_lights: i32)
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pub fn set_num_point_lights(&mut self, num_lights: i32)
pub fn texture_matrix(&self) -> Option<&Mat4>
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pub fn texture_matrix(&self) -> Option<&Mat4>
pub fn set_texture_matrix<M: Into<Option<Mat4>>>(&mut self, mat: M)
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pub fn set_texture_matrix<M: Into<Option<Mat4>>>(&mut self, mat: M)
pub fn set_normal_map_matrix<M: Into<Option<Mat4>>>(&mut self, mat: M)
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pub fn set_normal_map_matrix<M: Into<Option<Mat4>>>(&mut self, mat: M)
pub fn set_double_sided(&mut self, double_sided: bool)
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pub fn set_double_sided(&mut self, double_sided: bool)
pub fn set_occlusion_map<T: Into<Option<Texture>>>(
&mut self,
texture: T
) -> Option<Texture>
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pub fn set_occlusion_map<T: Into<Option<Texture>>>(
&mut self,
texture: T
) -> Option<Texture>
pub fn set_occlusion_map_matrix<M: Into<Option<Mat4>>>(&mut self, mat: M)
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pub fn set_occlusion_map_matrix<M: Into<Option<Mat4>>>(&mut self, mat: M)
pub fn set_metallic_roughness_matrix<M: Into<Option<Mat4>>>(&mut self, mat: M)
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pub fn set_metallic_roughness_matrix<M: Into<Option<Mat4>>>(&mut self, mat: M)
pub fn set_metallic_roughness_map<T: Into<Option<Texture>>>(
&mut self,
texture: T
) -> Option<Texture>
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pub fn set_metallic_roughness_map<T: Into<Option<Texture>>>(
&mut self,
texture: T
) -> Option<Texture>
pub fn occlusion_map(&self) -> Option<&Texture>
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pub fn occlusion_map(&self) -> Option<&Texture>
pub fn metallic_roughness_map(&self) -> Option<&Texture>
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pub fn metallic_roughness_map(&self) -> Option<&Texture>
pub fn normal_scale(&self) -> f32
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pub fn normal_scale(&self) -> f32
pub fn set_normal_scale(&mut self, scale: f32)
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pub fn set_normal_scale(&mut self, scale: f32)
pub fn with_lights(
&self,
lights: &[&Light],
mvp: &Mvp
) -> PbrMaterialWithLights<Program>
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pub fn with_lights(
&self,
lights: &[&Light],
mvp: &Mvp
) -> PbrMaterialWithLights<Program>
Trait Implementations
impl<Program: Debug> Debug for PbrMaterial<Program>
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impl<Program: Debug> Debug for PbrMaterial<Program>
fn fmt(&self, f: &mut Formatter) -> Result
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fn fmt(&self, f: &mut Formatter) -> Result
Formats the value using the given formatter. Read more
impl<P: Borrow<Program>> Material for PbrMaterial<P>
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impl<P: Borrow<Program>> Material for PbrMaterial<P>
fn program<R: RenderSurface>(&self, renderer: &Renderer<R>) -> &Program
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fn program<R: RenderSurface>(&self, renderer: &Renderer<R>) -> &Program
returns the material shader
fn uniforms<R: RenderSurface>(&self, gl: &Renderer<R>) -> Vec<Uniform>
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fn uniforms<R: RenderSurface>(&self, gl: &Renderer<R>) -> Vec<Uniform>
fn properties(&self) -> Vec<Property>
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fn properties(&self) -> Vec<Property>
Auto Trait Implementations
impl<Program = Program> !Send for PbrMaterial<Program>
impl<Program = Program> !Send for PbrMaterial<Program>
impl<Program = Program> !Sync for PbrMaterial<Program>
impl<Program = Program> !Sync for PbrMaterial<Program>