Struct amethyst_renderer::DrawShaded [−][src]
pub struct DrawShaded<V> { /* fields omitted */ }
Draw mesh with simple lighting technique
V
is VertexFormat
Methods
impl<V> DrawShaded<V> where
V: Query<(Position, Normal, TexCoord)>,
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impl<V> DrawShaded<V> where
V: Query<(Position, Normal, TexCoord)>,
pub fn new() -> Self
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pub fn new() -> Self
Create instance of DrawShaded
pass
pub fn with_transparency(
self,
mask: ColorMask,
blend: Blend,
depth: Option<DepthMode>
) -> Self
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pub fn with_transparency(
self,
mask: ColorMask,
blend: Blend,
depth: Option<DepthMode>
) -> Self
Enable transparency
Trait Implementations
impl<V> Default for DrawShaded<V> where
V: Query<(Position, Normal, TexCoord)>,
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impl<V> Default for DrawShaded<V> where
V: Query<(Position, Normal, TexCoord)>,
impl<V: Clone> Clone for DrawShaded<V>
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impl<V: Clone> Clone for DrawShaded<V>
fn clone(&self) -> DrawShaded<V>
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fn clone(&self) -> DrawShaded<V>
Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
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fn clone_from(&mut self, source: &Self)
1.0.0
[src]Performs copy-assignment from source
. Read more
impl<V: Debug> Debug for DrawShaded<V>
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impl<V: Debug> Debug for DrawShaded<V>
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<V: PartialEq> PartialEq for DrawShaded<V>
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impl<V: PartialEq> PartialEq for DrawShaded<V>
fn eq(&self, other: &DrawShaded<V>) -> bool
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fn eq(&self, other: &DrawShaded<V>) -> bool
This method tests for self
and other
values to be equal, and is used by ==
. Read more
fn ne(&self, other: &DrawShaded<V>) -> bool
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fn ne(&self, other: &DrawShaded<V>) -> bool
This method tests for !=
.
impl<'a, V> PassData<'a> for DrawShaded<V> where
V: Query<(Position, Normal, TexCoord)>,
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impl<'a, V> PassData<'a> for DrawShaded<V> where
V: Query<(Position, Normal, TexCoord)>,
type Data = (Option<Read<'a, ActiveCamera>>, ReadStorage<'a, Camera>, Read<'a, AmbientColor>, Read<'a, AssetStorage<Mesh>>, Read<'a, AssetStorage<Texture>>, ReadExpect<'a, MaterialDefaults>, Option<Read<'a, Visibility>>, ReadStorage<'a, MeshHandle>, ReadStorage<'a, Material>, ReadStorage<'a, GlobalTransform>, ReadStorage<'a, Light>)
The data itself.
impl<V> Pass for DrawShaded<V> where
V: Query<(Position, Normal, TexCoord)>,
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impl<V> Pass for DrawShaded<V> where
V: Query<(Position, Normal, TexCoord)>,
fn compile(&mut self, effect: NewEffect) -> Result<Effect>
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fn compile(&mut self, effect: NewEffect) -> Result<Effect>
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, visibility, mesh, material, global, light): Self::Data
)
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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, visibility, mesh, material, global, light): Self::Data
)
Called whenever the renderer is ready to apply the pass. Feed commands into the encoder here. Read more
Auto Trait Implementations
impl<V> Send for DrawShaded<V> where
V: Send,
impl<V> Send for DrawShaded<V> where
V: Send,
impl<V> Sync for DrawShaded<V> where
V: Sync,
impl<V> Sync for DrawShaded<V> where
V: Sync,