pub struct AnimatedMaterialBase {
pub custom_uniforms: AnimatedMaterialUniforms,
pub base_color_texture: Option<Handle<Image>>,
pub masking_texture: Option<Handle<Image>>,
}
Fields§
§custom_uniforms: AnimatedMaterialUniforms
§base_color_texture: Option<Handle<Image>>
§masking_texture: Option<Handle<Image>>
Trait Implementations§
Source§impl AsBindGroup for AnimatedMaterialBase
impl AsBindGroup for AnimatedMaterialBase
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 AnimatedMaterialBase
impl Clone for AnimatedMaterialBase
Source§fn clone(&self) -> AnimatedMaterialBase
fn clone(&self) -> AnimatedMaterialBase
Returns a copy 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 Debug for AnimatedMaterialBase
impl Debug for AnimatedMaterialBase
Source§impl Default for AnimatedMaterialBase
impl Default for AnimatedMaterialBase
Source§fn default() -> AnimatedMaterialBase
fn default() -> AnimatedMaterialBase
Returns the “default value” for a type. Read more
Source§impl MaterialExtension for AnimatedMaterialBase
impl MaterialExtension for AnimatedMaterialBase
Source§fn fragment_shader() -> ShaderRef
fn fragment_shader() -> ShaderRef
Returns this material’s fragment shader. If
ShaderRef::Default
is returned, the base material mesh fragment shader
will be used.Source§fn deferred_fragment_shader() -> ShaderRef
fn deferred_fragment_shader() -> ShaderRef
Returns this material’s prepass fragment shader. If
ShaderRef::Default
is returned, the base material deferred fragment shader
will be used.Source§fn vertex_shader() -> ShaderRef
fn vertex_shader() -> ShaderRef
Returns this material’s vertex shader. If
ShaderRef::Default
is returned, the base material mesh vertex shader
will be used.Source§fn prepass_vertex_shader() -> ShaderRef
fn prepass_vertex_shader() -> ShaderRef
Returns this material’s prepass vertex shader. If
ShaderRef::Default
is returned, the base material prepass vertex shader
will be used.Source§fn prepass_fragment_shader() -> ShaderRef
fn prepass_fragment_shader() -> ShaderRef
Returns this material’s prepass fragment shader. If
ShaderRef::Default
is returned, the base material prepass fragment shader
will be used.Source§fn deferred_vertex_shader() -> ShaderRef
fn deferred_vertex_shader() -> ShaderRef
Returns this material’s deferred vertex shader. If
ShaderRef::Default
is returned, the base material deferred vertex shader
will be used.Source§fn specialize(
pipeline: &MaterialExtensionPipeline,
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayoutRef,
key: MaterialExtensionKey<Self>,
) -> Result<(), SpecializedMeshPipelineError>
fn specialize( pipeline: &MaterialExtensionPipeline, descriptor: &mut RenderPipelineDescriptor, layout: &MeshVertexBufferLayoutRef, key: MaterialExtensionKey<Self>, ) -> Result<(), SpecializedMeshPipelineError>
Customizes the default
RenderPipelineDescriptor
for a specific entity using the entity’s
MaterialPipelineKey
and MeshVertexBufferLayoutRef
as input.
Specialization for the base material is applied before this function is called.Source§impl TypePath for AnimatedMaterialBase
impl TypePath for AnimatedMaterialBase
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 AnimatedMaterialBase
impl VisitAssetDependencies for AnimatedMaterialBase
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))
impl Asset for AnimatedMaterialBase
Auto Trait Implementations§
impl Freeze for AnimatedMaterialBase
impl !RefUnwindSafe for AnimatedMaterialBase
impl Send for AnimatedMaterialBase
impl Sync for AnimatedMaterialBase
impl Unpin for AnimatedMaterialBase
impl !UnwindSafe for AnimatedMaterialBase
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
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where ConcreteType
implements Trait
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
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. 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
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(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> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
Source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates Self
using default()
.
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