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
To specify colors use following functions:
let material = material
.color(Color::WHITE)
.background_color(Color::BLACK)
Implementations§
Source§impl TextMaterial
impl TextMaterial
pub fn new(buffer: Handle<ShaderStorageBuffer>) -> Self
pub fn width(self, width: f32) -> Self
pub fn height(self, height: f32) -> Self
pub fn char_width(self, char_width: f32) -> Self
pub fn char_height(self, char_height: f32) -> Self
pub fn margin(self, margin: f32) -> Self
pub fn rotation(self, rotation: u32) -> Self
pub fn color(self, color: Color) -> Self
pub fn emission(self, intensity: f32) -> Self
pub fn background_color(self, color: Color) -> Self
pub fn gap(self, gap: f32) -> Self
Trait Implementations§
Source§impl AsBindGroup for TextMaterial
impl AsBindGroup for TextMaterial
type Param = (Res<'static, RenderAssets<GpuImage>>, Res<'static, FallbackImage>, Res<'static, RenderAssets<GpuShaderStorageBuffer>>)
Source§fn unprepared_bind_group(
&self,
layout: &BindGroupLayout,
render_device: &RenderDevice,
(images, fallback_image, storage_buffers): &mut SystemParamItem<'_, '_, Self::Param>,
) -> Result<UnpreparedBindGroup<Self::Data>, AsBindGroupError>
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.Source§fn bind_group_layout_entries(
render_device: &RenderDevice,
) -> Vec<BindGroupLayoutEntry>
fn bind_group_layout_entries( render_device: &RenderDevice, ) -> Vec<BindGroupLayoutEntry>
Returns a vec of bind group layout entries
Source§fn as_bind_group(
&self,
layout: &BindGroupLayout,
render_device: &RenderDevice,
param: &mut <Self::Param as SystemParam>::Item<'_, '_>,
) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError>
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
.Source§fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayoutwhere
Self: Sized,
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayoutwhere
Self: Sized,
Creates the bind group layout matching all bind groups returned by
AsBindGroup::as_bind_group
Source§impl Clone for TextMaterial
impl Clone for TextMaterial
Source§fn clone(&self) -> TextMaterial
fn clone(&self) -> TextMaterial
Returns a duplicate of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moreSource§impl Material for TextMaterial
impl Material for TextMaterial
Source§fn fragment_shader() -> ShaderRef
fn fragment_shader() -> ShaderRef
Returns this material’s fragment shader. If
ShaderRef::Default
is returned, the default mesh fragment shader
will be used.Source§fn alpha_mode(&self) -> AlphaMode
fn alpha_mode(&self) -> AlphaMode
Returns this material’s
AlphaMode
. Defaults to AlphaMode::Opaque
.Source§fn vertex_shader() -> ShaderRef
fn vertex_shader() -> ShaderRef
Returns this material’s vertex shader. If
ShaderRef::Default
is returned, the default mesh vertex shader
will be used.Source§fn opaque_render_method(&self) -> OpaqueRendererMethod
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.Source§fn depth_bias(&self) -> f32
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.
Source§fn reads_view_transmission_texture(&self) -> bool
fn reads_view_transmission_texture(&self) -> bool
Returns whether the material would like to read from
ViewTransmissionTexture
. Read moreSource§fn prepass_vertex_shader() -> ShaderRef
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 moreSource§fn prepass_fragment_shader() -> ShaderRef
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 moreSource§fn deferred_vertex_shader() -> ShaderRef
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.Source§fn deferred_fragment_shader() -> ShaderRef
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.Source§fn specialize(
pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayoutRef,
key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError>
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.Source§impl TypePath for TextMaterial
impl TypePath for TextMaterial
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
Returns the fully qualified path of the underlying type. Read more
Source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
Returns a short, pretty-print enabled path to the type. Read more
Source§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
Source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
Source§impl VisitAssetDependencies for TextMaterial
impl VisitAssetDependencies for TextMaterial
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))
impl Asset for TextMaterial
Auto Trait Implementations§
impl Freeze for TextMaterial
impl !RefUnwindSafe for TextMaterial
impl Send for TextMaterial
impl Sync for TextMaterial
impl Unpin for TextMaterial
impl !UnwindSafe for TextMaterial
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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.Source§impl<A> AssetContainer for Awhere
A: Asset,
impl<A> AssetContainer for Awhere
A: Asset,
fn insert(self: Box<A>, id: UntypedAssetId, world: &mut World)
fn asset_type_name(&self) -> &'static str
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.Source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
Source§impl<T> DynamicTypePath for Twhere
T: TypePath,
impl<T> DynamicTypePath for Twhere
T: TypePath,
Source§fn reflect_type_path(&self) -> &str
fn reflect_type_path(&self) -> &str
See
TypePath::type_path
.Source§fn reflect_short_type_path(&self) -> &str
fn reflect_short_type_path(&self) -> &str
Source§fn reflect_type_ident(&self) -> Option<&str>
fn reflect_type_ident(&self) -> Option<&str>
See
TypePath::type_ident
.Source§fn reflect_crate_name(&self) -> Option<&str>
fn reflect_crate_name(&self) -> Option<&str>
See
TypePath::crate_name
.Source§fn reflect_module_path(&self) -> Option<&str>
fn reflect_module_path(&self) -> Option<&str>
Source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read more