Struct amethyst_renderer::MaterialBuilder
[−]
pub struct MaterialBuilder<DA, TA, DE, TE, DN, TN, DM, TM, DR, TR, DO, TO, DC, TC> { /* fields omitted */ }
Builds new materials.
Methods
impl MaterialBuilder<[u8; 4], u8, [u8; 4], u8, [u8; 4], u8, [u8; 4], u8, [u8; 4], u8, [u8; 4], u8, [u8; 4], u8>
[src]
fn new() -> Self
Creates a new material builder.
impl<DA, TA, DE, TE, DN, TN, DM, TM, DR, TR, DO, TO, DC, TC> MaterialBuilder<DA, TA, DE, TE, DN, TN, DM, TM, DR, TR, DO, TO, DC, TC>
[src]
fn with_albedo<Y, U>(
self,
tex: TextureBuilder<Y, U>
) -> MaterialBuilder<Y, U, DE, TE, DN, TN, DM, TM, DR, TR, DO, TO, DC, TC>
self,
tex: TextureBuilder<Y, U>
) -> MaterialBuilder<Y, U, DE, TE, DN, TN, DM, TM, DR, TR, DO, TO, DC, TC>
Sets the albedo to an existing texture map.
fn with_emission<Y, U>(
self,
tex: TextureBuilder<Y, U>
) -> MaterialBuilder<DA, TA, Y, U, DN, TN, DM, TM, DR, TR, DO, TO, DC, TC>
self,
tex: TextureBuilder<Y, U>
) -> MaterialBuilder<DA, TA, Y, U, DN, TN, DM, TM, DR, TR, DO, TO, DC, TC>
Sets the emission to an existing texture map.
fn with_normal<Y, U>(
self,
tex: TextureBuilder<Y, U>
) -> MaterialBuilder<DA, TA, DE, TE, Y, U, DM, TM, DR, TR, DO, TO, DC, TC>
self,
tex: TextureBuilder<Y, U>
) -> MaterialBuilder<DA, TA, DE, TE, Y, U, DM, TM, DR, TR, DO, TO, DC, TC>
Sets the normal to an existing texture map.
fn with_metallic<Y, U>(
self,
tex: TextureBuilder<Y, U>
) -> MaterialBuilder<DA, TA, DE, TE, DN, TN, Y, U, DR, TR, DO, TO, DC, TC>
self,
tex: TextureBuilder<Y, U>
) -> MaterialBuilder<DA, TA, DE, TE, DN, TN, Y, U, DR, TR, DO, TO, DC, TC>
Sets the metallic to an existing texture map.
fn with_roughness<Y, U>(
self,
tex: TextureBuilder<Y, U>
) -> MaterialBuilder<DA, TA, DE, TE, DN, TN, DM, TM, Y, U, DO, TO, DC, TC>
self,
tex: TextureBuilder<Y, U>
) -> MaterialBuilder<DA, TA, DE, TE, DN, TN, DM, TM, Y, U, DO, TO, DC, TC>
Sets the roughness to an existing texture map.
fn with_ambient_occlusion<Y, U>(
self,
tex: TextureBuilder<Y, U>
) -> MaterialBuilder<DA, TA, DE, TE, DN, TN, DM, TM, DR, TR, Y, U, DC, TC>
self,
tex: TextureBuilder<Y, U>
) -> MaterialBuilder<DA, TA, DE, TE, DN, TN, DM, TM, DR, TR, Y, U, DC, TC>
Sets the ambient_occlusion to an existing texture map.
fn with_caveat<Y, U>(
self,
tex: TextureBuilder<Y, U>
) -> MaterialBuilder<DA, TA, DE, TE, DN, TN, DM, TM, DR, TR, DO, TO, Y, U>
self,
tex: TextureBuilder<Y, U>
) -> MaterialBuilder<DA, TA, DE, TE, DN, TN, DM, TM, DR, TR, DO, TO, Y, U>
Sets the caveat to an existing texture map.
fn build(self, fac: &mut Factory) -> Result<Material> where
DA: AsRef<[TA]>,
TA: Pod,
DE: AsRef<[TE]>,
TE: Pod,
DN: AsRef<[TN]>,
TN: Pod,
DM: AsRef<[TM]>,
TM: Pod,
DR: AsRef<[TR]>,
TR: Pod,
DO: AsRef<[TO]>,
TO: Pod,
DC: AsRef<[TC]>,
TC: Pod,
DA: AsRef<[TA]>,
TA: Pod,
DE: AsRef<[TE]>,
TE: Pod,
DN: AsRef<[TN]>,
TN: Pod,
DM: AsRef<[TM]>,
TM: Pod,
DR: AsRef<[TR]>,
TR: Pod,
DO: AsRef<[TO]>,
TO: Pod,
DC: AsRef<[TC]>,
TC: Pod,
Builds and returns the new material.
Trait Implementations
impl<DA: Clone, TA: Clone, DE: Clone, TE: Clone, DN: Clone, TN: Clone, DM: Clone, TM: Clone, DR: Clone, TR: Clone, DO: Clone, TO: Clone, DC: Clone, TC: Clone> Clone for MaterialBuilder<DA, TA, DE, TE, DN, TN, DM, TM, DR, TR, DO, TO, DC, TC>
[src]
fn clone(
&self
) -> MaterialBuilder<DA, TA, DE, TE, DN, TN, DM, TM, DR, TR, DO, TO, DC, TC>
&self
) -> MaterialBuilder<DA, TA, DE, TE, DN, TN, DM, TM, DR, TR, DO, TO, DC, TC>
Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
1.0.0
Performs copy-assignment from source
. Read more
impl<DA: Debug, TA: Debug, DE: Debug, TE: Debug, DN: Debug, TN: Debug, DM: Debug, TM: Debug, DR: Debug, TR: Debug, DO: Debug, TO: Debug, DC: Debug, TC: Debug> Debug for MaterialBuilder<DA, TA, DE, TE, DN, TN, DM, TM, DR, TR, DO, TO, DC, TC>
[src]
impl<DA: PartialEq, TA: PartialEq, DE: PartialEq, TE: PartialEq, DN: PartialEq, TN: PartialEq, DM: PartialEq, TM: PartialEq, DR: PartialEq, TR: PartialEq, DO: PartialEq, TO: PartialEq, DC: PartialEq, TC: PartialEq> PartialEq for MaterialBuilder<DA, TA, DE, TE, DN, TN, DM, TM, DR, TR, DO, TO, DC, TC>
[src]
fn eq(
&self,
__arg_0: &MaterialBuilder<DA, TA, DE, TE, DN, TN, DM, TM, DR, TR, DO, TO, DC, TC>
) -> bool
&self,
__arg_0: &MaterialBuilder<DA, TA, DE, TE, DN, TN, DM, TM, DR, TR, DO, TO, DC, TC>
) -> bool
This method tests for self
and other
values to be equal, and is used by ==
. Read more
fn ne(
&self,
__arg_0: &MaterialBuilder<DA, TA, DE, TE, DN, TN, DM, TM, DR, TR, DO, TO, DC, TC>
) -> bool
&self,
__arg_0: &MaterialBuilder<DA, TA, DE, TE, DN, TN, DM, TM, DR, TR, DO, TO, DC, TC>
) -> bool
This method tests for !=
.