Struct amethyst_renderer::MaterialPrefab [−][src]
pub struct MaterialPrefab<F> where
F: Format<Texture, Options = TextureMetadata>, { pub albedo: Option<TexturePrefab<F>>, pub albedo_offset: TextureOffset, pub albedo_id: Option<u64>, pub emission: Option<TexturePrefab<F>>, pub emission_offset: TextureOffset, pub emission_id: Option<u64>, pub normal: Option<TexturePrefab<F>>, pub normal_offset: TextureOffset, pub normal_id: Option<u64>, pub metallic: Option<TexturePrefab<F>>, pub metallic_offset: TextureOffset, pub metallic_id: Option<u64>, pub roughness: Option<TexturePrefab<F>>, pub roughness_offset: TextureOffset, pub roughness_id: Option<u64>, pub ambient_occlusion: Option<TexturePrefab<F>>, pub ambient_occlusion_offset: TextureOffset, pub ambient_occlusion_id: Option<u64>, pub caveat: Option<TexturePrefab<F>>, pub caveat_offset: TextureOffset, pub caveat_id: Option<u64>, pub transparent: bool, pub alpha_cutoff: f32, }
Fields
albedo: Option<TexturePrefab<F>>
Diffuse map.
albedo_offset: TextureOffset
Diffuse texture offset
albedo_id: Option<u64>
Albedo texture animation index, for addition to MaterialTextureSet
emission: Option<TexturePrefab<F>>
Emission map.
emission_offset: TextureOffset
Emission texture offset
emission_id: Option<u64>
Emission texture animation index, for addition to MaterialTextureSet
normal: Option<TexturePrefab<F>>
Normal map.
normal_offset: TextureOffset
Normal texture offset
normal_id: Option<u64>
Normal texture animation index, for addition to MaterialTextureSet
metallic: Option<TexturePrefab<F>>
Metallic map.
metallic_offset: TextureOffset
Metallic texture offset
metallic_id: Option<u64>
Metallic texture animation index, for addition to MaterialTextureSet
roughness: Option<TexturePrefab<F>>
Roughness map.
roughness_offset: TextureOffset
Roughness texture offset
roughness_id: Option<u64>
Roughness texture animation index, for addition to MaterialTextureSet
ambient_occlusion: Option<TexturePrefab<F>>
Ambient occlusion map.
ambient_occlusion_offset: TextureOffset
Ambient occlusion texture offset
ambient_occlusion_id: Option<u64>
Ambient occlusion texture animation index, for addition to MaterialTextureSet
caveat: Option<TexturePrefab<F>>
Caveat map.
caveat_offset: TextureOffset
Caveat texture offset
caveat_id: Option<u64>
Caveat texture animation index, for addition to MaterialTextureSet
transparent: bool
Set material as Transparent
alpha_cutoff: f32
Alpha cutoff: the value below which we do not draw the pixel
Trait Implementations
impl<F: Debug> Debug for MaterialPrefab<F> where
F: Format<Texture, Options = TextureMetadata>,
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impl<F: Debug> Debug for MaterialPrefab<F> where
F: Format<Texture, Options = TextureMetadata>,
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<F: Clone> Clone for MaterialPrefab<F> where
F: Format<Texture, Options = TextureMetadata>,
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impl<F: Clone> Clone for MaterialPrefab<F> where
F: Format<Texture, Options = TextureMetadata>,
fn clone(&self) -> MaterialPrefab<F>
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fn clone(&self) -> MaterialPrefab<F>
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)
Performs copy-assignment from source
. Read more
impl<F> Default for MaterialPrefab<F> where
F: Format<Texture, Options = TextureMetadata>,
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impl<F> Default for MaterialPrefab<F> where
F: Format<Texture, Options = TextureMetadata>,
impl<'a, F> PrefabData<'a> for MaterialPrefab<F> where
F: Format<Texture, Options = TextureMetadata> + Sync + Clone,
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impl<'a, F> PrefabData<'a> for MaterialPrefab<F> where
F: Format<Texture, Options = TextureMetadata> + Sync + Clone,
type SystemData = (WriteStorage<'a, Material>, ReadExpect<'a, MaterialDefaults>, Write<'a, MaterialTextureSet>, <TexturePrefab<F> as PrefabData<'a>>::SystemData, WriteStorage<'a, Transparent>)
SystemData
needed to perform the load
type Result = ()
The result type returned by the load operation
fn load_prefab(
&self,
entity: Entity,
system_data: &mut Self::SystemData,
_: &[Entity]
) -> Result<(), PrefabError>
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fn load_prefab(
&self,
entity: Entity,
system_data: &mut Self::SystemData,
_: &[Entity]
) -> Result<(), PrefabError>
Load the data for this prefab onto the given Entity
Read more
fn trigger_sub_loading(
&mut self,
progress: &mut ProgressCounter,
system_data: &mut Self::SystemData
) -> Result<bool, PrefabError>
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fn trigger_sub_loading(
&mut self,
progress: &mut ProgressCounter,
system_data: &mut Self::SystemData
) -> Result<bool, PrefabError>
Trigger asset loading for any sub assets. Read more
Auto Trait Implementations
impl<F> Send for MaterialPrefab<F>
impl<F> Send for MaterialPrefab<F>
impl<F> Sync for MaterialPrefab<F> where
F: Sync,
impl<F> Sync for MaterialPrefab<F> where
F: Sync,