Struct TextMaterial

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pub struct TextMaterial { /* private fields */ }
Expand description

Only GPU-side rendred text, you don’t have to render founts to texture and pass it to the shader.

For light effect like here it uses emission, so don’t forget to enable bloom shader. It uses it’s one encoding - many characters of utf8 missed. If it doesn’t have comething you need, make a PR.

Example:

const BUFFER_SIZE: usize = 4; // The buffer size. If the text length might be differen, set the maximum amount of characters
let mut buffer = ShaderStorageBuffer::with_size(BUFFER_SIZE, RenderAssetUsages::default());
buffer.set_data(TextData::<BUFFER_SIZE>::new("37°C")); // Set the data for the buffer we will send to the shade. Updating this buffer you can update the text
let material = TextMaterial::new(buffers.add(buffer))
    .width(250.0) // width for the character calculation. If you imagine that plane is an led monitor, this will be the amount of pixels by width
    .height(90.0) // width for the character calculation. If you imagine that plane is an led monitor, this will be the amount of pixels by height
    .char_width(50.0) // The character width in pixels we set before
    .char_height(70.0) // The character height in pixels we set before
    .gap(10.0) // The gap between character in pixels we set before
    .margin(10.0) // The margin from borders in pixels we set before
    .emission(3.0); // Emission for the light effect. If you use emission, you must enable Bloom shader, as in this example

Shader Preview

To specify colors use following functions:

let material = material
    .color(Color::WHITE)
    .background_color(Color::BLACK)

Implementations§

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impl TextMaterial

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pub fn new(buffer: Handle<ShaderStorageBuffer>) -> Self

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pub fn width(self, width: f32) -> Self

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pub fn height(self, height: f32) -> Self

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pub fn char_width(self, char_width: f32) -> Self

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pub fn char_height(self, char_height: f32) -> Self

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pub fn margin(self, margin: f32) -> Self

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pub fn rotation(self, rotation: u32) -> Self

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pub fn color(self, color: Color) -> Self

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pub fn emission(self, intensity: f32) -> Self

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pub fn background_color(self, color: Color) -> Self

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pub fn gap(self, gap: f32) -> Self

Trait Implementations§

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impl AsBindGroup for TextMaterial

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type Data = ()

Data that will be stored alongside the “prepared” bind group.
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type Param = (Res<'static, RenderAssets<GpuImage>>, Res<'static, FallbackImage>, Res<'static, RenderAssets<GpuShaderStorageBuffer>>)

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fn label() -> Option<&'static str>

label
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fn unprepared_bind_group( &self, layout: &BindGroupLayout, render_device: &RenderDevice, (images, fallback_image, storage_buffers): &mut SystemParamItem<'_, '_, Self::Param>, ) -> Result<UnpreparedBindGroup<Self::Data>, AsBindGroupError>

Returns a vec of (binding index, OwnedBindingResource). In cases where OwnedBindingResource is not available (as for bindless texture arrays currently), an implementor may define as_bind_group directly. This may prevent certain features from working correctly.
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fn bind_group_layout_entries( render_device: &RenderDevice, ) -> Vec<BindGroupLayoutEntry>

Returns a vec of bind group layout entries
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fn as_bind_group( &self, layout: &BindGroupLayout, render_device: &RenderDevice, param: &mut <Self::Param as SystemParam>::Item<'_, '_>, ) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError>

Creates a bind group for self matching the layout defined in AsBindGroup::bind_group_layout.
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fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout
where Self: Sized,

Creates the bind group layout matching all bind groups returned by AsBindGroup::as_bind_group
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impl Clone for TextMaterial

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fn clone(&self) -> TextMaterial

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Material for TextMaterial

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fn fragment_shader() -> ShaderRef

Returns this material’s fragment shader. If ShaderRef::Default is returned, the default mesh fragment shader will be used.
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fn alpha_mode(&self) -> AlphaMode

Returns this material’s AlphaMode. Defaults to AlphaMode::Opaque.
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fn vertex_shader() -> ShaderRef

Returns this material’s vertex shader. If ShaderRef::Default is returned, the default mesh vertex shader will be used.
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fn opaque_render_method(&self) -> OpaqueRendererMethod

Returns if this material should be rendered by the deferred or forward renderer. for AlphaMode::Opaque or AlphaMode::Mask materials. If OpaqueRendererMethod::Auto, it will default to what is selected in the DefaultOpaqueRendererMethod resource.
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fn depth_bias(&self) -> f32

Add a bias to the view depth of the mesh which can be used to force a specific render order. for meshes with similar depth, to avoid z-fighting. The bias is in depth-texture units so large values may be needed to overcome small depth differences.
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fn reads_view_transmission_texture(&self) -> bool

Returns whether the material would like to read from ViewTransmissionTexture. Read more
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fn prepass_vertex_shader() -> ShaderRef

Returns this material’s prepass vertex shader. If ShaderRef::Default is returned, the default prepass vertex shader will be used. Read more
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fn prepass_fragment_shader() -> ShaderRef

Returns this material’s prepass fragment shader. If ShaderRef::Default is returned, the default prepass fragment shader will be used. Read more
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fn deferred_vertex_shader() -> ShaderRef

Returns this material’s deferred vertex shader. If ShaderRef::Default is returned, the default deferred vertex shader will be used.
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fn deferred_fragment_shader() -> ShaderRef

Returns this material’s deferred fragment shader. If ShaderRef::Default is returned, the default deferred fragment shader will be used.
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fn specialize( pipeline: &MaterialPipeline<Self>, descriptor: &mut RenderPipelineDescriptor, layout: &MeshVertexBufferLayoutRef, key: MaterialPipelineKey<Self>, ) -> Result<(), SpecializedMeshPipelineError>

Customizes the default RenderPipelineDescriptor for a specific entity using the entity’s MaterialPipelineKey and MeshVertexBufferLayoutRef as input.
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impl TypePath for TextMaterial

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
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fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
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fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl VisitAssetDependencies for TextMaterial

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fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))

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impl Asset for TextMaterial

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impl<T> Any for T
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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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impl<A> AssetContainer for A
where A: Asset,

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fn insert(self: Box<A>, id: UntypedAssetId, world: &mut World)

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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