Struct amethyst_renderer::DrawPbmSeparate
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pub struct DrawPbmSeparate;
Draw mesh with physically based lighting
Methods
impl DrawPbmSeparate
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Trait Implementations
impl Default for DrawPbmSeparate
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fn default() -> DrawPbmSeparate
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Returns the "default value" for a type. Read more
impl Clone for DrawPbmSeparate
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fn clone(&self) -> DrawPbmSeparate
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Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
1.0.0[src]
Performs copy-assignment from source
. Read more
impl Debug for DrawPbmSeparate
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impl PartialEq for DrawPbmSeparate
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fn eq(&self, __arg_0: &DrawPbmSeparate) -> bool
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This method tests for self
and other
values to be equal, and is used by ==
. Read more
fn ne(&self, other: &Rhs) -> bool
1.0.0[src]
This method tests for !=
.
impl<'a> PassData<'a> for DrawPbmSeparate
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type Data = (Option<Fetch<'a, ActiveCamera>>, ReadStorage<'a, Camera>, Fetch<'a, AmbientColor>, Fetch<'a, AssetStorage<Mesh>>, Fetch<'a, AssetStorage<Texture>>, Fetch<'a, MaterialDefaults>, ReadStorage<'a, MeshHandle>, ReadStorage<'a, Material>, ReadStorage<'a, Transform>, ReadStorage<'a, Light>)
The data itself.
impl Pass for DrawPbmSeparate
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fn compile(&self, effect: NewEffect) -> Result<Effect>
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The pass is given an opportunity to compile shaders and store them in an Effect
which is then passed to the pass in apply
. Read more
fn apply<'a, 'b: 'a>(
&'a mut self,
encoder: &mut Encoder,
effect: &mut Effect,
_factory: Factory,
(active, camera, ambient, mesh_storage, tex_storage, material_defaults, mesh, material, global, light): (Option<Fetch<'a, ActiveCamera>>, ReadStorage<'a, Camera>, Fetch<'a, AmbientColor>, Fetch<'a, AssetStorage<Mesh>>, Fetch<'a, AssetStorage<Texture>>, Fetch<'a, MaterialDefaults>, ReadStorage<'a, MeshHandle>, ReadStorage<'a, Material>, ReadStorage<'a, Transform>, ReadStorage<'a, Light>)
)
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&'a mut self,
encoder: &mut Encoder,
effect: &mut Effect,
_factory: Factory,
(active, camera, ambient, mesh_storage, tex_storage, material_defaults, mesh, material, global, light): (Option<Fetch<'a, ActiveCamera>>, ReadStorage<'a, Camera>, Fetch<'a, AmbientColor>, Fetch<'a, AssetStorage<Mesh>>, Fetch<'a, AssetStorage<Texture>>, Fetch<'a, MaterialDefaults>, ReadStorage<'a, MeshHandle>, ReadStorage<'a, Material>, ReadStorage<'a, Transform>, ReadStorage<'a, Light>)
)
Called whenever the renderer is ready to apply the pass. Feed commands into the encoder here. Read more